Help a wizard on his quest to retrieve a magic chalice by guiding him through a series of encounters where he and his opponent take turns flinging spells at one another.
Simple grafics but fun to play
I liked this one. It reminded me of old times with my gameboy… oh those pokemon days… The battles are exciting, but I would fiddle around with the green orbs. Somehow I always ended up with close to 0 red balls and +- 15 of green.
Aw, lovely graphics. I liked the way the camera is positioned and this brings me to a mix of feelings with third-person games and old times gameboy, NES, etc.
Gameplay doesn't compromise the quality of the game at all. The mechanic work well and also loved the whole progression to the chalice.
This was so fun, and the name perfectly matches the style! I think the character art really adds a lot of charm to what is otherwise just combo selecting, and made me very invested in getting to the end.
After the first level, when I realized that spells carried over, the strategy picked up. I'd often end fights with one red and three blues, to restock for the next battle. Still, there was a bit of a bottleneck in the gameplay, where I'd use all of my useful spells and then just have to wait for the enemy to give me more blues so I could restock my own attacks. I never ran out of heals, so it was just a lot of wimpy 1-damage attacks and four-heals until I was restocked enough to decimate them. Attacking with 5 or so reds was wasted time, because they would just heal that damage before I got back up and running again.
That said, I saw this as in-game strategy I had to learn, and the fact that there was so much to learn in such a small system is usually a very good sign. I'd like to see a future version with more types of ingredients, and possibly combo spells you can learn (yellow-red-yellow-red exactly = critical hit, etc). This game has a lot of easy ways to be expanded, and I think it's a very fun foundation already. Nice job!
Super fun aesthetic, some interesting gameplay as well!
I like that the systems feed back on themselves, that's groovy. I'd be curious to see what the dominant strategy is in this game, since it seems like going hard on a particular spell type doesn't seem to have much benefit.