No one makes the Grand Warlock wait! by Danga
The Grand Warlock is sick of waiting in line at Starbucks!
*He is performing his great summoning ritual to burn the place to the ground. *
The great summoning ritual is of course just handing you, his minion, a scribbled portrait on a napkin and asking you to go kidnap the demon.
Do not let the Grand Warlock down!
Controls - WASD - Mouse Click to attack & grab - F to interact


Ratings
| Overall | 139th | 3.614⭐ | 24🧑⚖️ |
| Fun | 146th | 3.5⭐ | 24🧑⚖️ |
| Innovation | 173th | 3.341⭐ | 24🧑⚖️ |
| Theme | 232th | 3.341⭐ | 24🧑⚖️ |
| Graphics | 72th | 4.023⭐ | 24🧑⚖️ |
| Audio | 60th | 3.75⭐ | 24🧑⚖️ |
| Humor | 74th | 3.568⭐ | 24🧑⚖️ |
| Mood | 138th | 3.477⭐ | 24🧑⚖️ |
| Given | 25🗳️ | 41🗨️ |
Anyway, awesome game! I loved the graphics here, both in the cutscenes and in-game. The animations & VFX especially were great! It was also really fun capturing demons and throwing them at their friends. The music was really nice too! The target demon thing was a tad confusing - I kept submitting the wrong demons, until I realized that I probably just had to reach the final level (6) - but this was probably intentional. Also, I managed to clip through the ground once and lost :( Other than that, great entry!
The gameplay has a great feel and is really fun. You managed to add a lot of depth to the combat system.
The difficulty is a bit too high for me, though. I would need some healing in order to finish the game (I tried 15+ times).
A thing that was frustrating is the fireball explosion radius. Often I successfully dodged a fireball then it exploded an hurted me anyway.
Also I noticed that you have a shader glitch with pixels turning black on the faces that are near to perpendicular to the view. I had the same problem in my outline shader and fixed it by multiplying the result of the depth sobel by one minus a fresnel effect.
Overall ecxellent game!
A bit of enemy variety might have kept me on the hook longer. I really wanted to try to throw a defeated enemy back at a second enemy to see if that would hurt them, but never managed to do it.
Overall I think the gameplay loop is solid. The donut-shaped arena felt like it was just the right size. I wish I was better at the game so I could have seen more of it!
Took me a few tries to understand what the UI elements meant. But once I did, and figured out that I needed to capture a specific demon... and that the red circles were my health... the game became super difficult for me. :sweat_smile: I wished there was a way to get more health somehow, because once I got hit, it was so hard to recover.
I did really love the sort of bounty hunter/demon hunter aspect a lot... but I did find it difficult with the angle of the demon faces to find the right one at times... I'd take damage trying to figure it out... is that 4 eyes or 2?? :eyes: Oh shit. Only 2. Dead. LOL
I think if there was a mix of some kind of weapon that would just blast the ones you didn't care about off the edge... and then the net took more hits and difficulty trying to capture... could be a fun mechanic.
Really nice entry!!!
Kept spamming space to dash away from the projectiles, until I figured out the deflect. Fun concept as well, being a bounty hunter. The bounty description took a while for me to understand though, and was a bit confused by the progress of the demons spawning.
But hey, those are nitpicks, great jam. You got impressively far for a weekend.

I also had this funny little mishap where I somehow picked up a live enemy. I think it happened while they where in knockback from another enemies projectile.
Overall I had a blast with this one, great job!