Aurora's Ascendance: Orbs of Destiny by Unbreakable
Gameplay Instructions:
- Movement: Glide through the realm using the elegant WASD keys.
- Orb Selection: Harness the power of the mystical orbs with a simple press of 1, 2, or 3 for green, red, or blue enchantments.
- Spellcasting: Unleash magic with a click of the left mouse button (LMB) at your cursor's command.
Combat Mechanics:
Ordinary foes succumb to your spells without the need for a precise orb combination. However, the formidable boss—a fearsome orc lurking at the journey's end—demands a trio of perfectly matched spells to weaken its defenses. Choose wisely and triumph over the ultimate challenge! 🌟
NOTES: Whilst we did opt-out of Audio voting - the soundtrack for the game as well as all SFX except for walking sounds were made during the jam.
All art is original. (though the thumbnail is AI-generated - in case that wasnt obvious ;) )
Ratings
| Overall | 404th | 3.727⭐ | 46🧑⚖️ |
| Fun | 608th | 3.42⭐ | 46🧑⚖️ |
| Innovation | 265th | 3.739⭐ | 46🧑⚖️ |
| Theme | 836th | 3.341⭐ | 46🧑⚖️ |
| Graphics | 578th | 3.739⭐ | 46🧑⚖️ |
| Humor | 978th | 2.275⭐ | 42🧑⚖️ |
| Mood | 886th | 3.244⭐ | 45🧑⚖️ |
| Given | 35🗳️ | 69🗨️ |
Love the visuals and effects!
The timing was a little tough to get right, but I did like the spell/damage mechanic.
This has some legs I think, I'd love to see a post jam version! More enemy varieties, more spells, super cool idea.
- Shorten attack time
- The spawn of enemies in the final boss room ends when he dies.
- Automatic transition to the main menu after a certain time after finishing the boss.
These last two things, the infinite spawn even when the boss is dead and the fact that the scene does not change when the game ends, means that you can die even when you have finished the game.
perhaps an audio slider would have been useful though - worth considering for the future!
I like the visuals, they kinda take me back to those saturn isometric sonic games in the colors.
the choice for controls make it a bit hard to control for somebody that uses the mouse in the left hand though, I had one hand in the arrows and another going 1,2,3 and click.
I like that you have to be very deliberate, calculating the movement speed of the creatures, but more feedback on the time the magic takes to do its effect.
Still great job on the game I really like the isometric view style!
Aside from the audio, I really liked the art even though the main character felt slightly off somehow, but i cant quite put my finger on it. Maybe a little more perspective; then again, that wouldve required multiple sprites and that costs time, so I totally get why it looks the way it does. Gameplay-wise I like the idea and would definitely look into it if you expand on it.
And I like that the player keeps control after killing the boss - thanks to that choice, I was able to clear the room afterwards, even though those credits slightly got in the way. ;D
Jokes aside: Very polished entry, great work :)
in my opinion could have input like Magicka, or a moba game, right click on ground to move, leaving your other hand free for combinations, you could have had way more combos that way too.
would love a bigger circle, and more enemies overall, it feels satisfying killing 5 zombies, with one spell
zombies are a bit non threatening, you can just run away to the last boss and run in circles of the zombies xD
All that said, your game feels great, and the game mechanic feels very good. We need some more levels.
I hope my feedback will be helpful for you! Thank you for your game!
I liked the idea of color charges, and when I beat the boss I still wanted to continue the adventure.
The soundtrack is good even if it can't be rated, perhaps a little weak, especially the music.
Thank you for creating this great game!
I liked that you are able to complete an incomplete sequence! The thumbnail is very eye-catching too, good idea!
There is also room for improvement, these are a couple of suggestions for an even better experience:
-add more music tracks, it is a short loop and it gets repetitive after a short while.
-The movement felt a tiny bit off so it took me a bit to get used to it.
Great job! I really enjoyed your entry! Have a great jam!
Also the art for the banner is great, honestly something I would see in a finished product.
I feel that due to every attack in the game having a set up time, both in selecting colors, and from the moment the spell is, let's say, summoned, that makes the gameplay a bit slower than I would have expected.
Also another complain would be regarding the fact WASD and the numbers require the same hand, I get the idea of keeping them close due to the fact one hand will invariably be in the mouse at all times. It is an issue that FPS games also struggle with, but I would argue moving while picking colors is more important here than moving and changing weapons at the same time in an FPS game, or selecting skills in a MOBA. If enemies didn't also give a comfortable time for dodging, it would have been an issue. Even if they didn't, maybe right mouse button as a dodge or shield would have helped the design anyway.
Honestly if you have the desire of developing this further, I would personally suggest maybe taking inspiration on MOBAs and Diablo-likes, instead of the set up time for spells I would make them faster, allow right mouse button for dodge, mouse position for aim, either keep aims like right now or fixate the area for spells in front of the character and mouse defining a position, or even a mix of both in different skills. I would also suggest maybe ZXC for spells instead of 123, or at least redundant with 123, because it doesn't require moving one's wrist while taking fingers off the WASD keys, which speeds up and lowers strain on hand for keys, since that is your basic attack through and through. Maybe the colored system isn't used on all attacks, but in key attacks and skills or barrier breaks.
Anyway just rambling at this point, whenever an entry inspired me to think things like that it just means it was pretty inspiring! Great job!