Unstable magic by Mads
Unstable Magic is a 3d crawler where you need to balance unstable magic in order to defeat your foes. As you navigate a gloomy graveyard, an eerie tomb draws your attention, launching you into a fight for your life. As you use your magic attacks they become gradually more unstable, and will distort the world multiplying and bouncing back at you if you do not let its instability decay.
Controls
Movement with WASD. Aim and attack with Mouse1 and Mouse2 (when you get the attacks).
Leaderboard
Unstable Magic has a leaderboard system. Fight you way to the end as fast as possible, and earn your spot on the high score list. Timers on your display will let you track your time, so you can beat the best (or just yourself).
Hints (if you get lost)
- If lost before being able to use abilities go west until you find a raven on a tomb or a tomb lit with red lights
- Doors are breakable with ranged attack
- If lost after getting killed first time go west then north and find the mausoleum
- If lost after clearing mausoleum go east then north and find the church

Note: For the first time, we planned a project too large. The core mechanics are implemented, but secondary priorities like models, textures and story somewhat lack. We had planned for an epic boss fight in the end, but ran out of time. We hope you enjoy playing anyway!
| Link | https://mabl.dk/Unity/UnstableMagic/ |
| Original URL | https://ldjam.com/events/ludum-dare/49/unstable-magic-2 |
Ratings
| Overall | 901th | 3.411⭐ | 30🧑⚖️ |
| Fun | 1063th | 3.125⭐ | 30🧑⚖️ |
| Innovation | 1110th | 2.964⭐ | 30🧑⚖️ |
| Theme | 1192th | 3.018⭐ | 30🧑⚖️ |
| Graphics | 706th | 3.661⭐ | 30🧑⚖️ |
| Audio | 645th | 3.3⭐ | 27🧑⚖️ |
| Mood | 374th | 3.75⭐ | 30🧑⚖️ |
| Given | 25🗳️ | 31🗨️ |
but from your screenshots and runing around the game is super pretty. I love the artstyle and yet you say the character doesn't have a proper model lol I think it looks good as is :D
But when i played it,there is nothing else,just a character can move around.Maybe i catched a bug?
And there show a waring:HTTP Response Header "Content-Type" configured incorrectly on the server for file Build/Build2.wasm , should be "application/wasm". Startup time performance will suffer.
@benmcnelly Thanks for your feedback. Hope you have time to complete the game after reading the hints.
@cosmonautical Glad you liked the mechanic :) Thanks for your feedback.
@tomate-salat It is definitely a balance between direction and exploration, but I think we ended up with too little directions this time. Glad you enjoyed the bounce mechanic. Thanks for the feedback.
@donatello Thanks. We spent a lot of time tweaking sound and animations to make combat satisfying. Glad you enjoyed it.
@energizedblast Glad you liked the mechanic. There definitely was to few directions and you are not the first one to get stuck. Read the hints and you are ready for a replay.
@alexyam Thanks for your feedback. Hope you'll get a chance to play again with the newly posted hints.
@d3kryption Glad you liked the graphics. Reading the hints might point you in the right direction. Thanks for the feedback.
@vyacheslavign Yes. We were not able to play test much and scrambled to just get the game playable. Thanks for the feedback.
@manzdeh Thanks for the feedback. We probably made the map to big and failed to provide enough direction. Note to self: Play test more next time. Glad you enjoyed the graphics and bounce mechanic.
@cloistered The error should be ok. I think you just didn't find the first waypoint which is what unlocks the abilities and enemies. Maybe give it another go with the newly posted hints?
That would be better if the raven guide me from the start position to there~
Followed you and waiting for your new games~
Very horror-ish which I believe was the intent.
The low poly graphics could use a bit more polish but do the job in contributing to the ambiance, especially the lighting.
The main gameplay mechanic is interesting and reminded me of Magicka with a pretty powerful spell that can also be very inconvenient to use if you're not careful.
On the other hand, I agree with the other comments about the lack of guidance.
It might be me being a bit dumb but when I first started the game I spend a good while roaming around just to stumble upon the red grave.
I believe it could go a long way to even add subtle things like lamps with a different color, unusual objects or creatures nudging the player towards where they're supposed to go.
If you keep working on the project, I also personally would like a dodge mechanic, maybe a roll or a dash to make the combat more dynamic, and also more spells that are even more unstable! That would be cool!
Overall I still enjoyed the game and for a first, it's pretty good. Keep at it!
Overall good game, but it kinda feels unfinished atm. Maybe you scoped too big. However, what you have is pretty solid.
I wasn't sure what I was doing wrong, but I think the mausoleum was the giant door, but I didn't know how to open it also everytime I went near that area, I started taking damage from invisible sources.
Now, the positive - The game has quite a good atmosphere (some of the post-processing screen effects were a bit much though), the background sound and the pale color palette went together nicely (one thing that would help immerse me more would be the inclusion of footstep sounds).
The combat felt very good (speaking of the graveyard area as I couldn't make it further): screen shake - check, sound effects - check, hit effects - check, just all around pleasing to use, if you wanted to make it a bit more fluid, I would allow the player to move at a slower pace while channeling the fireball.
Everything here is just my opinion, I don't want to discourage you as I know from experience from working on several LDs that under the time pressure a lot of stuff gets lost, you forget something, don't notice some little things and that goes with the game jam :)
Finally - good work on creating something like this, graphics, audio and effect work was really good. If you polish it a bit further (or create something the next LD), I would love to give it another go :)
Also, I suggest you experiment with the lighting. I think this game could work as a sort of horror game. If you make the whole world totally dark and give the player a flashlight, it would make the combat a lot more interesting and terrifying especially with those enemies that charge at you.