A young aspirant summoner receives a mission to collect 7 philosophers' stones.
The art is charming and the music missing. I've just been able to move on the board. Left clicks seems to do nothing; even when I pressed Q and E. Any idea of what I did wrong?
@bombjack You need to press E + E + Q + R or E + Q + E + R or Q + E + E + R to activate the blink ability. to use the blink just click with the left mouse button on terrain
I reached the upper right corner with the place filled with traps but I didn't find anywhere else to go so I think I reached the end of the game?
Okay, what I liked: I think the gameplay has potential and could be interesting if developed. Avoiding some of the traps is challenging and fun. Is there any other skill I can unlock other than blink? Because I couldn't find any. Perhaps it is more interesting when you have to unlock different abilities with different combination, but I found it a little tedious. Also, having some limitation on the resources would help a lot because otherwise I could just spam blink all the time.
I found a few minor bugs, like the ui going under some traps, but nothing too problematic.
Overall I found it interesting and enjoyable. It would be interesting to have a bigger map to explore.
Apart from the Blink ability needing to be needlessly re-entered every time (which I'm guess what intended to have more abilities) and the fact that you can easily teleport out of bound and navigate the level that way, the concept is interesting.
I'm not too sure how the Mechanics tie into Alchemy apart from the Philosopher Stones.
A very good solo attempt regardless.
Yes, you arrived at the end of the game, to finish in fact you must collect all 7 stones on the map.
In GDD I had another skill, but I would not be able to finish on time, I had some plans to limit use to 3 blinks per stone collected (there is a possibility I can implement in a future release).
I really would like to do a bigger project but I would not finish anything on time.
I'm sorry for the visual bugs and another one I do not know.
Thanks for playing.
really blink that way can break the mood in the game already had this in mind, I tried to soften increasing the speed of fireball.
I really agree that I need more mechanics and a rework around the theme.
I will try to adjust and refine or even continue this project over time.
I'm sorry for anything that my game has caused you and thank you so much for playing.
@Volvary!! remember me? Wassup! Game's pixel art is cool, well balanced colors. Gameplay I felt like is a bit difficult to understand. However theme is nicely used…..Well Done!! Hope we had teamed up!! May be next time :P
The game is very challenging. I managed to collect about 5 or 6 stones and my fingers just ruined it ;)
The art of the fox, spike traps and red stones is quite neat. But I really don't get what the tiles of red and blue triangles for? Seems they cause my death as well as the spikes.
And a small issue: I get the idea of limiting the distance of blinking, but sometimes my fox just appears in the middle of tiles and then hit by fireballs. Poor little thing ;)
really like an indie when it comes to making a guide I'm a shame and this is not the first I have that kind of problem. Hehehe.
in a future project I will start the project by the guide. hehehehe
I hope to be able to work in the near future on this project and add more features, maps, skill and a story behind.
but this can take a long time.
thank you so much for playing.
thanks for the comment. the red and blue tiles are only blocks to block passage nothing much. this symbol means fire and water was only a means to feed the scene with something.
Great suggestion. thank you.
thanks for the feedback and for playing.
To be completely honest, I had high hopes for this, but you could not quite reach them.
As others already said, your art is nice, no doubt. But The Rest is pretty lacking. I think you wanted to do a lot more with this, but could not in the time and thats why you can only use one ability. First of all, figuring out what I had to to was quite tedious. The R-Thing should have gone into the how-to-play-section.
Second, the whole gameplay aspect was a little lacking. The blink makes it kinda completely easy to just jump over anything. There is not much too it. Next time I would focus more on the gameplay mechanics and and less on the art.
I though the level was fairly well designed and the graphics pretty nice(especially the main character).
Apart from what has already been mentioned i would have like for the camera to be zoomed out a little.
Since I can't see what i will be facing before some of the blinks I had to trial and error my way through parts of the level.
Loved the character design and sprite work! The blink activating felt really awkward at first but kinda got used to it. Still think the key selection for those could have been better (like maybe number keys and space to activate) and actually teching that in game would have been nice (well I guess those were told in the main menu book).
The difficulty was kinda punishing. I guess it is very short so it's not a huge issue but doing the same beginning part over and over again got boring. The beginning part was too hard also compared to the mid section. So it could use some reordering of the level parts to actually have a increasing difficulty curve.
I always felt like I'd like to see a bit further away than I could so had to do annoying scouting missions and then blink back to safety to decide what to actually do. I was kinda cool that you get a fully charged blink and then input another one just one key press away so you could quickly do another one.
Found this weird z ordering issue:
All in all, good job!
Thanks for the comment.
activating the ability from space is a great suggestion, I have already noted here.
really back from the start is horrible if everything goes as planned in the next days with the sum of more maps I intend to add a respawn system similar to ORI, what do you think?
I posted a roadmap on the game page and thanks for playing.
Haven't played Ori so dunno how the checkpoint system is in that game. I actually don't even think you'll need a checkpoint system at all if the levels don't get much longer. Just reorder the level bits to be in ascending difficulty order and add some easier/shorter levels before it. That way the player can get the feel of the game and its mechanics before getting to the difficult parts. Currently it's just too much too fast.
What a ruthless game! hahaha I was not very good at it but from I saw, character sprite and animation is super neat. Level design per se is rudimentary, I did'nt really knew what was happening and what would be the path the first 3-4 times I died. A little bit more instructions on how to use blink would have been helpful in-game.
All in all great entry, a very challenging game for me. a lot of it reminded me of an old top down adventure game.
Hope you had a great jam!
Not much to add anymore. The graphics are nice, that is worth repeating.
Interactivity is too simple for my tastes. Dodging the projectiles isn't that hard as the character is small enough to stand between them. The blink also trivializes the difficult parts. Just skip them.
Initially I thought having to recombine elements everytime to blink was a bit daft, but sure enough if there were more abilities and spells then it would totally make sense. Kind of like Magica, which is a lot of fun (with a certain mindset at least). It is also the only thematic part apart from some of the visuals.
Ok entry. Nothing special, but no embarrassment either.
O 5, G 8, A -, G 3, O 3, T 5