wasd - moving
qe - rotating (only in fixed version)
Spacebar - casting
Num pad - preparing elementals
Tab (ONLY when not moving) - show recipe book (more informations inside book)
Complete your trial by killing all enemies (6). And remember that different elements might affect your foes differently.
Hint: casted 'spells' cant hit each other in mid air, this technique can be used defensively to block opponent's attacks.
Game made from scratch (except audio) under 24 hours. Linux and Mac versions not tested.
The whole 3D world is built so neatly, well done! But i really felt a few things missig -
Enemies look really good, though.
I quite liked this one.
The graphics and audio both serve their purpose and are mostly pleasant.
(I appreciate the effort of including a hand which i always shy away from in jams)
The real hearpiece of this entry is the casting mechanic. I just wish there was a bit more depth to it.
I might have been great preparing a more involved spell to defeat an enemy in one hit.
Unfortunately the best strategy here is to just spam the same spell over and over.
Everything feels a little off. The controls would do better if you allowed more movement. Right now it is very restrictiv to me. It feels challenging because of the controls and not because of the gameplay.
I like your day and night cycle and the whole 3D-Landscape. Looks like you worked a lot on that!
@IDidGame That's true to some extent, fire elementals can be only defeated by spamming (although now with new controls, you can try evading attacks and attack from flank) but Water elementals can be one shoted by inferno/ flame strike spell (third recipe in book). And thank you for your feedback!
@chaos i added new version when you use wasd normally and qe for turning left/right. By annoying sounds you mean sounds when you are casting? I lowered them in newer version hopefully they will not be as distracting / annoying
@fullmontis Thanks for feedback, i casting sounds in newer version hopefully they will not be as distracting / standing out
@Walnoot yeah, for Fire elementals spamming is the best options (although now with new controls, you can try evading attacks and attack from flank) but Water elementals can be one shoted by inferno/ flame strike spell (third recipe in book). Yeah i was thing about gathering essence from environment to learn new recipes etc but i didn't have time for that. Thanks for feedback!
I also found the controls too… 1993. But the environment and effects look cool, quite impressive for 2 days of work! Gameplay-wise, it feels like something was missing. I only used the fire and water spells, didn't have a reason to try the other two. It would be cool if it tied into the day-night cycle and maybe weather patterns, for example, fire spirits only come out during lightning storms and water spirits only during the rain.
Edit: forgot to mention, the Linux version works just fine!
@Zeriver by annoyng sounds i mean AQUA, TERRA, IGNITHHH and so on, they don't actually bad, but i just don't like them. Controls works better now, but i whoud realy preffer rotating with mouse instead of keyboard, maybe i wrong about it becouse you need 1-st hand on WASD to move, 2-nd hand on numpad to cast and with mouse you also need 3-rd hand to rotate, but i think if game was controlled by mouse and casting was on 1,2,3,4 instead of numpad, it whoud be more comfotable to play(at least for me). I played new version but it still feels uncomfotable.
Cool stuff, managed to beat it. Kinda reminds me of that spellcasting game idea that Jon Blow was playing around with at some point.
Dunno how you improved the controls on the win version. I played the mac version and they seemed a bit awkward. Strafing would have been nice (I guess you changed Q/E to turning and A/D to strafing). Also, some stuff was off screen so I guess you only designed it with a single aspect ratio in mind. Something to take into account in the future…
It was a bit easy because you could either just snipe the enemies from far enough that they wouldn't even do anything or just spam the spells to kill their projectiles before they could hit you. There wasn't enough use for all the spells. I cleared it completely with just 484 and 662. I did use the healing once but didn't find it too useful because I didn't take any damage. Didn't even try the fourth one…
Some kind of aiming reticle would have been nice. The trees had (or the spell projectiles) had weird colliders, quite often my spells fizzled on the trees even though it looked like they shouldn't.
@saneangle Worked for me on a mac. Are you getting some kind of error or what? Didn't do anything special, just unzip, right click the app and select open (to get around the osx unknown dev permissions thingy).
The collision seemed a bit buggy at times, as I managed to walk inside mountains. At least I'm safe from the foes in the rock! I liked was fun to create the spell combinations. My favorite was the close range fire spell. I liked to run right next to the foe and set up a little fire. Too bad it didn't work for the water foes. :P
A nice detail was that the player turns a bit when a projectile hits it. The changing lighting environment was a good touch as well. Also, the losing text was funny. It was surprising that touching the water foe did not do anything except that I could push it around the map. :D
I don't have a separate numpad, so I had to resort to num lock. Fortunately, it didn't override any of they keys the game used.
The mid-air spell hit was a nice twist to the combat. On the other hand, sometimes the foes that cast the spells in pretty much random directions, and the projectiles are slow, so it's quite easy to dodge them. The movement in the "non-fixed" version made that a bit harder, though, as you couldn't see where the spell is going.
Passing the game was easy, as I can just spam one spell from the distance and dodging the slow projectiles is not hard. Furthermore, even if I happened to get hit, the healing spell made me pretty much immortal. Thus, for possible future features, there could be a rate limit and something like resource system for the spells.
How did you manage this much graphics and gameplay solo under 24 hours?
Wow, I'm jealous.
I managed to beat the game, and while the controls were a little rough, it was very playable once I got the gist of it. I liked the sound effects too apart from the sound the enemies made that sounded like a dogs bark.
@thomastc that's actually pretty cool idea about enemy elemental getting stronger / appearing when it's raining / it's night or something. Who knows, maybe one day i will expand this game and this could be a cool feature. About controls, yeah i kinda aimed for old school feel and on Window version i added q and e for turning left/right and ad is used for strafing. And thank you for your feedback and letting me know that Linux version works fine!
@chaos thanks for taking time and playing my game again, about using mouse to cast spell is pretty good idea but i was planning on adding more elements and some people use mouses with less than 4 buttons (at least i know two people)
@Filo Yeah i wanted to make player nervous when they forget formula and quickly have to open book to check the recipe
@saneangel Hmm as Antti Haavikko said it works fine for him, and to be honest i don't know how to fix problems with MAC build without testing it quickly, sorry for that :/
@anttihaavikko Yeah, there might be slight problems with different resolution than 16:9 i will try to remember checking other resolutions in future. Enemies are indeed a little 'dumbed down', perhaps i made then a little too easy. Thank you for so detailed feedback!
@Tegu Yep collision are really a mess :D With more spells i wanted to make combat a little bit more dynamic and tactical but i didn't have time for that so i 'dumbed down' enemies, perhaps i made then a little too easy. Thank you for so detailed feedback!
@bradur Well i cut a lot of corners, there is only one tree model just scale differently, same goes to mountains around and inside 'area'. Yeah the enemy sound was just low pitched pig sound :P i was running out of time. Thank you for feedback!
Played the fixed version.
The graphics are nice, no placeholders in sight! I like the audio too as it creates a strong atmosphere.
The controls are somewhat stilted, tanky! Whenever I think of spellcraft controls Arx Fatalis comes to mind, i.e. drawing the spell icons with the mouse.
Combat is too simple as the enemy elementals are very passive. I'd love to see them shoot multiple projectiles at the same time with a spread, forcing the player to move around.
More magic than alchemy, still passable take on the theme even if not very original.
Ok entry. Good effort for 24 hours especially!
O 6, G 8, A 8, G 5, O 3, T 5