WWWWW: Wily Wazza (the) Wizard's Wacky Wadventure by ThaProfesional

What's going on?
You've over-slept and are late for wizard exams.
Controls:
- wasd to move
- space to jump
- left click to shoot
- right click to spawn at mouse position
- m to mute
- r to start or restart
Credits:
- everything by me
- except the font - it's Sigmar by Vernon Adams
Ratings
| Overall | 210th | 3.354⭐ | 26🧑⚖️ |
| Fun | 105th | 3.659⭐ | 24🧑⚖️ |
| Innovation | 187th | 3.283⭐ | 25🧑⚖️ |
| Theme | 54th | 4.109⭐ | 25🧑⚖️ |
| Graphics | 134th | 3.674⭐ | 25🧑⚖️ |
| Audio | 198th | 3.024⭐ | 23🧑⚖️ |
| Humor | 78th | 3.523⭐ | 24🧑⚖️ |
| Mood | 167th | 3.364⭐ | 24🧑⚖️ |
| Given | 14🗳️ | 20🗨️ |
Edit: Not a huge fan of the spamming section. With RNG it could take ages.
Good job!
Is falling down holes supposed to kill the player? As I was still able to move around off screen.
Firstly, the animation is unironicaly very charming. I like the 2 frame run and the jump animation looks funny!
Gameplay itself was way faster than I imagined, but was fun. Makes me wonder how speedrunners would break it with the fast movements and summon physics
Overall very fun game
I'd calibrated the controls (/ physics) early on before I made the art when my hit boxes were bigger, then I kind of got used to everything.
Thanks for the feedback I'll try remember to re-check and tweak everything at the end next time.
I had grand plans to have the "next item" show up in the UI tetris style, and to have every item be useful, but they were lost to time.
The spamming section was my attempt as using the mechanics for something other than killing enemies. I agree it didn't work out great - needs tweaking :)
Ech I forgot to code that in - thanks for the heads up.
Nice crunching sound when the demon gets hit by the car.

_"..."_
_*summons car above teacher_
This is great. The controls were a _bit_ tricky, but it reminded me of games like
fancy pants adventure where managing your momentum is part of the challenge.
Anyway, this was great! I loved all the graphics here, and the concept of summoning fridges and cars on top of enemies was hilarious. I actually found the wonky physics to be fun, made you feel like you were rushing around the world. It took me a while to figure out what was the difference between left- and right-clicking, and having to restart from the very beginning was a bit punishing (but not too bad thanks to the player's ridiculous speed), but other than that, awesome entry!
I wish I had more time to put in some more less-lethal items to summon, as well as an indicator of what was coming up.. just needed more time..
The day after the dare my partner asked what happened to the celery and I had to tell her I snapped it all for foley.. I was happy with how it turned out :)
I needed a bit more time to tweak stuff - a lot of the physics was out-of-the-box godot or quick hacks - for example anything large hitting the player from above center is an insta-kill..
The character controller is kind of loopy, it goes very fast but also has heavy inertia. There are blind jumps, which are sometimes pits full of monsters, and sometimes fine, and sometimes bugs where you fall off the bottom of the screen never to return. There are monsters that lunge out at you suddenly and one-shot-kill you out of nowhere and restart you all the way back at the very beginning of the game.
Usually this would all be feelbads, but instead this game somehow makes it good! I didn't mind being reset because I could cruise/surf the level with my high speed and inertia, and it felt fun. Yes there were insta-kill monsters, but the ability to summon things at any point is also really strong, so it's a savage speed battle of who will kill first! Or dodge if you hilariously get a pebble instead of a boulder! Oh wait, did I just kill both of us because a car spawned, squished the monster, but then tip over and crush me while I was busy fist-pumping at my success?? Yep.
There were some real heart-stopper moments ... I remember one time, I had to use my momentum-laden character to leap across a nearly-max pit only to overcommit and slide right into the attack of a lunging one-shotter... I twitch-spawned and got a boulder that splatted him just in time. Another time a monster was vibrating left/right frantically because he was on a sky platform that had just come into view, so his pacing range was 1 pixel. I couldn't spawn on top of him because the WebUI buttons from itchio were right where I needed to spawn, so right-click opened a context mean in the browser rather than taking an in-game action to spawn. I took one step right to open up some free space, and the monster launched himself right at my face with terrific speed. In a terrible panic I spam-spawned as I dodged. I felt like a matador.
Any game that can create moments like that is GOOD STUFF in my book, so I really enjoyed this entry, despite the fact that it seemingly breaks some of the traditional rules of how things "should" be done.
Well done.
Also, the graphics look nice, and feel cohesive.