Small game concept about dueling wizards. I'm 100% convinced it would work a lot better PvP, my AI is kidna meh, the balancing is wonky and therefore the mechanics are a bit broken, sadly. Oh well, I hope you can appreciate the art.
Talk to the first blue dude twice to enter the dueling tutorial.
I really like the artstyle. The fact there was two different play state between the bar and the fights was nice. The music is okay but it gets quickly repetitive and some sfx could really help make the fights feel better.
I must have missed something with the mechanics but from what I could gather there was no way of winning a battle just stall it. You can either cancel or heal damage (so stall) or attack but you lose one hp, and when the enemy and you are at only one hp even if your spell hits first you still lose (so the blitzkrieg strat didn't work, must admit it wasn't a very fun strat tho). I didn't get how to deal damage while avoiding taking some at the same time.
Anyway good job, especially in the visual field be it the effects, sprites or general UI !
Thanks! Just equipping and using any strategy that is not 1HP every 2 turns (For example, using fireball, or bless, or just outliving opponents with the potion) is almost an automatic win against everything. mechanics are very broken and unbalanced.
Thanks for the feedback! Hope you liked the setting and the art :)
Mechanic-wise this is really cool. I know the AI is not great, but the idea, the main core loop concept is cool and with proper time and refining could turn into a great mechanic. The idea of combining casting components and how to deal with the AI choices add a twist to the game. A good twist, I should say. The AI on the first fights are kinda dumb and really easy to win when you understand the timing of cast. I thought that this was a turn-based but the turns are actually real-time, which means if I'm fast enough to change what I want to cast I can protect and attack super fast. Not sure if this was intended or is it a flaw on the mechanic.
Also, about the Tutorial, I think it could explain a little better how the components work and how the cast time works, e.g. showing you can defend real time and not wait for the enemy to finish casting.
I loved the graphics. Well refined and with some special mojo on the fights. The "map" graphics are not that great when you compare to the fight scene. I believe you thought that would be better refine the fights which are part of the core loop and that makes perfect sense. The lil' book on the right corner its kinda hard to see and I just learned to change magics on the fourth fight.
Music is simple but fits really well. It's nice to have a different fight music and a "world map" music. Very nice.
Looks great and the idea was interesting, but the game had some serious balancing issues (spamming fireball won you almost every fight) that stemmed from the design itself from what I can tell. I think all the character designs were pretty cool and the music was decent. I wish there were some sound effects though. I wouldn't be too unreasonable to add them during the jam. Just pull out SFXR and generate some sounds for the whole game in like 2 minutes. :P
I also found a bug where you can continue playing after you lose.