10 Seconds Spell Book by Corporation
Find new spells and fit them in 10 second window to defend from enemies as lond as you can!
Look for new spells (there's 8 of them)

Place spells on your 10 second timeline

Cast new spells

Find powerfull spell combinations

Credits:
Game created using my own unfinished engine (https://github.com/filscorporation/Steel). All art created using Aseprite.
Ratings
| Given | 26🗳️ | 20🗨️ |
I liked the spells you added to your game and the "gamefeel" was nice!
Can get pretty messy if you don't align the spells correctly though haha
@thx4nothing thanks for feedback)
Feedback:
Descriptions for spells would help a lot.
If Timeline was based on increments or actions snapped to other actions, that would make interacting with it much easier.
Also, having more particle effects would help to add more Juice to the game.
Really fun as it is nontheless! Felt really rewarding getting your engine going!
@airwaffle glad you enjoyed my game. Later you can pick amnesia spell to remove ones you don't need anymore - this makes switching strategies more challenging
Original. I like the fact that it is possible to make a variety of combinations of skills on the timeline. There is still not enough complexity to play to increase the record. By the way, is this a bug?
Yep, it's a bug, I think it happens when you delete current running skill, probably need to investigate it a little more, thanks for the report
I eventually encountered a bug in one of my runs where i would shoot an ice bolt and get 10 points every frame (see image) This happened when i removed a spell i had at the end of the timeline
Sad your run was ruined by a bug, I saw it too and thought I fixed, will do it again, thx for the report

I like the spell bar mechanic where you can try to mix different spells and also have to take care of the order and the slot size. But I also think, that everything seems a bit passive late-game. You simply run around, kite the enemies and wait for the spells to cast. It would probably be more engaging, if you were able to cast the spells yourself, but maybe only during the specific time slot? And if you don't use the spell, it could for example build up? Just an idea to try out.
There are also other things which could make it more engaging:
* Double the movement speed, just to try how it feels. Or maybe add a spell which increases your speed?
* Walls and water, which slow you down. Put better spells at places, which are harder to reach.
* Enemies which can shoot.
Nonetheless, very good job! Had a lot of fun playing it!
@danvil glad you liked the concept) removing spells only with amnesia was intentional to add layer of thinking when picking up new spell - should I just take it, or wait for something better
Some of the sounds were a tad too loud for my taste.
Good job, props for using your own engine.
Despite the aforementioned issue this was a lot of fun. I really like the spell mechanic, and the fact that you have the player hunt for brains instead of the zombies :P
Great work!
It felt like there were three distinct "phases" of the game - a beginning trying to get some basic survival capabilities, followed by a more strategic building/swapping phase, and then a late-game where you had to survive with your build for as long as possible (since at this point, it was not viable to empty out large parts of your spell bar without being overrun by enemies). It was interesting try out a few runs, and experiment with the different combinations of powers.
I think I hit a bug, where if I deleted a spell too soon after picking up the amnesia icon, the game seemed to remove the spell but then become "stuck" (as if it wanted me to delete another spell, but being unresponsive to input).
Graphics were clear, and the music was sufficiently varied to run in a loop.
A minor suggestion regarding packaging (since there is no web build), would be to name the downloaded file (and the folder it unpacks to) with a unique name (e.g. profile name + game title), to avoid name collision with other jam downloads.
All in all, it was an interesting game to play!

Good tip on packaging, also I know it is very big size now, cause I didn't set up mono properly
I do appreciate you adding the "move your mouse over a spell to see what it does", and I can really see further development going a long way for making this more and more playable :smile: