Rogue Scribe by Enryu Mirik

[raw]
made by Enryu Mirik for Ludum Dare 58 (COMPO)

Parkour action first-person game about your spell collection. Collect and steal spells to complete your spell collection. Manage your inventory with new spells to acquire even more and become the greatest mage! In the inventory, you can choose your current spells and assign them to keys.

Made in 48 hours for Ludum Dare Compo 58

Ratings

Overall 77th 3.542⭐ 26🧑‍⚖️
Fun 94th 3.396⭐ 26🧑‍⚖️
Innovation 25th 3.938⭐ 26🧑‍⚖️
Theme 74th 3.771⭐ 26🧑‍⚖️
Graphics 180th 2.771⭐ 26🧑‍⚖️
Humor 150th 2.286⭐ 23🧑‍⚖️
Mood 152th 2.978⭐ 25🧑‍⚖️
Given 58🗳️ 1🗨️

Feedback

mr_mesmer
Oct 06th · 00:47 UTC
Прям почувствовал масштаб задумки. Долго тупил в начале над тем, чтобы сделать одновременно прыжок + дэш, но вроде справился. Ещё немного потерялся, когда выбрался из ямы, мне как-то коридорность больше зашла. С переназначением клавиш прикольная идея, боюсь представить, сколько сил только на это ушло
bereg
Oct 06th · 08:53 UTC
Great concept - it could totally blossom into a cool roguelike! The only issue is the dash mechanic, it’s pretty glitchy. I keep phasing through walls and falling off the map
evgenii-petrov
Oct 06th · 21:01 UTC
Cool idea and nice approach to handling the ui. Also like for the liminal space!
Melomaner
Oct 07th · 14:47 UTC
Interesting idea — I’d love to see it expanded into a larger world, maybe with a top-down Diablo-like view =D
OttoBroccoli
Oct 07th · 17:54 UTC
Идея кстати топ, хотелось бы увидеть ее развитие в дальнейшем.
zidan-banan
Oct 09th · 00:41 UTC
This is a very good game! Even though it's rough around the edges, there's a clear attempt to make something interesting. I think that's exactly what you should do at jams—experiment with mechanics.

The level design encourages exploration. I especially liked the room under the ceiling and the dungeon with the gravity skill.

I understand time is limited (dude, it's also a compo!), but I think it would be better to ditch some mechanics to polish the existing ones. You probably already know this. Of the 9 existing mechanics (if I counted correctly), I'd keep 3-4 and focus on polishing them. I'd also add at least some sounds and maybe some simple graphics, since all game elements are important.

The goal could also be more clearly defined. For example, highlight the place you need to reach or, through a simple narrative, hint at the need to collect all the spells.

Another minor detail: I missed a gravity effect timer and a hook target indicator (at least a simple icon change). And why didn't you use left and right mouse buttons? It would have been much more convenient.

I'm not sure it's possible to develop this game into a full-fledged, large-scale game within a reasonable timeframe and resources as an indie project. Perhaps if you focus on one killer feature, you could make a cool small indie project. But it's still a ton of work.

I'm not very knowledgeable about action games (maybe you were thinking of something like Ghostrunner), but to my taste (because I love puzzles and exploration), this game would make a great puzzle platformer or Metroidbrainia. I recently discovered a great game in this genre with a relatively small scope – [Chroma Zero](https://store.steampowered.com/app/3121470/Chroma_Zero/).

[In my last jam](https://maximkolesnikov.itch.io/sizematters), I also experimented with some spatial mechanics.

Overall, I really liked it! Special like for the dash effect withh FOV.
d-demetori
Oct 09th · 18:22 UTC
Great entry! Text is a bit overwhelming, would be better to introduce things more gradual
🎤 Enryu Mirik
Oct 10th · 19:17 UTC
Thank you all for playing the game and for the feedback!! I really appreciate it. I hope I will have time to polish this concept and maybe even do something more.
Magalix
Oct 10th · 21:24 UTC
Awesome gameplay concept, ambitious for a jam! It reminded me a little of Dishonored.
This kind of movement has potential, I like going fast !
Croped
Oct 11th · 11:36 UTC
Very cool entry! Some audio would have really pushed it over the edge. Btw stacking the Speed Buff lets you go zoooooooom!
negdo
Oct 11th · 11:46 UTC
Cool mechanics. Reminds me a lot of Control.
Aleksey Salion
Oct 11th · 12:28 UTC
Awesome concept, love it! By the way, consider to display the current player's spell setup on HUD, to me it was hard to keep track of which spell binds to which key.
ryusui
Oct 11th · 12:53 UTC
There is a *lot* you've gotten done here in 48 hours, to the point where I find the map daunting to imagine exploring in full.

Most of my issues are with the lack of polish: the text needs an editing/proofreading pass ("Tutoril"?), the game really could have used some sound (even placeholders), and the "absorb spells" mechanic is in desperate need of some feedback (I had no idea it *worked* the first time until I checked my inventory!) There ought to be a more visible "absorption field" around the player, maybe a sound effect for a successful capture, and *definitely* pop-up text indicating the spell has been absorbed.

Another small quibble I have: since the left mouse button isn't used for anything (that I can tell), it really ought to be mappable. While I know combat isn't the focus of the game, Q and E make poor fire buttons for first-person action; I'm used to "click to shoot" (and I'm certain others are as well).

One last thing: I didn't play through the whole thing, but the lack of healing and checkpoints was one of the reasons I declined to explore it in full. I'd prefer not to be sent all the way back to bottom in the event I get ganged up on enemies. ^_^;
adasium
Oct 11th · 20:55 UTC
Option to cast a spell with Ctrl while pressing forward is evil :')

I liked the short tutorial and later on openness, of what spells to grab to get to other areas
kind of reminds me of a flash game Robot Wants Ice Cream, though there were general upgrades instead of spells

I see @ryusui already described issues I was also experiencing so I'm going to refer to that comment - though I'm going to highlight lack of sound effects (even simple ones), poor keybindings (left and right mouse button should be bindable, also keys right of WASD make good binds rather than shift or ctrl) and if I had a nickel for every typo I noticed I'd have two nickels-- which isn't a lot, but it's weird that it happened twice. Right?

I didn't get all of the spells because of Ctrl-W keybinding and I didn't feel like going through jumping through platforms or into the pit -- movement requires polishing to make it fun and not a chore
🎤 Enryu Mirik
Oct 12th · 15:38 UTC
Well, yes, I left too little time for sounds and polishing. The amount of work was too much for COMPO, and I didn't want to admit it. Thanks for the feedback, it will definitely help with future jams or with the development of this one.
🎤 Enryu Mirik
Oct 12th · 17:25 UTC
Oh, I just realized that there's a keyboard shortcut in the browser called ctrl + w that closes a tab...
HolySparks
Oct 16th · 00:25 UTC
I want to highlight how the physics of spells like the fireball can have so much depth to them. I instantly started rocked jumping and figured there was a huge potential for speedrunning the game!
quadtree
Oct 18th · 20:00 UTC
Pretty neat game, leaping from platform to platform was pretty amusing.