Incantations

Chant your incantations as fast as possible and blast away all obstacles!

Voting results

Overall
16th
71%
5.000
Graphics
15th
67%
5.273
Audio
6th
24%
6.091
Gameplay
16th
71%
4.091
Originality
11th
48%
5.818
Theme
8th
33%
6.818

This game entered in the Team competition (21 entries).

Comments (8)

ValdeTheAssetMan
 • 5 years ago • 

This gameplay just doesnt work. It's insanely frustrating because you have to write an entire sentence to cast a spell, and if you do a typo you have to write the entire thing over. Even one tiny mistake and your spell is cancelled. The text box is awkward and confusing, sometimes it just resets for no reason at all. And the spells do no damage at all, so you have to type the entire sentence 2-3 times, and sometimes the guide that tells you what to write dissapears. You have to do the spells by memory most of the time. T

As for the graphics, they don't impress me either. At least the music is pretty good.

AVAVT
  • 5 years ago • 

Hey there ValdeTheAssetMan, thanks for playing!

The guide will disappear when you made an error. It disappear so it wouldn't get in the way if you're typing another spell from memory.

you have to write an entire sentence to cast a spell, and if you do a typo you have to write the entire thing over. Even one tiny mistake and your spell is cancelled.

That's precisely how casting a spell should be, were you expecting whatsapp chat with the gods? xD

n!ghtmare
(@josefgazdos) • 5 years ago • 

The other guy is saying the textbox is a bit awkward. Well it needs some fidling. But I find this as great type-learning tool. Not bad.

Maybe if you would switch spells with numbers above alphakeys, it would have better game dynamic as you don't have to touch your mouse.

Maybe think about something like 1 typo is less damage in normal mode and no typos for challange mode.
Also if you would switch to some cleaner font like Roboto and introduce more sentences so user cannot just mechanically learn them, it would be more challenging, but in the good way.

Gotta say I like it. It is good idea and I would be glad using this in school rather than AllTenFingers program.

maartene
 • 5 years ago • 

I agree with what @valdetheassetman said.

In addition, I believe you should give players as much leeway as possible to get into the game. To learn it, to have them feel it's fair to them. And to understand enough of it to enjoy themselved.

This game doesn't do that. It immediately throws you into the deep end. It's unforgiven. And the learning curve is mostly remembering the spells. But how do you do that? The spells are made up of non-existing words that don't seem related to their effect. I believe that if you want players to remember incantations, the words should make some sort of sense, be somewhat related to their effect. Think Harry Potter magic. Really hate to sound salty, but I just didn't enjoy my time with the game that much.

ultrakilla
(@pepelka) • 5 years ago • 

It might be pretty addictive, UI is fine for a concept. Of course it would be muuuuch better if you don't have to type but yell into microphone. As for now I'd say that it's a good idea for a small game

Aurel300
 • 5 years ago • 

The gameplay is quite fun and the music is pretty fitting.

What I find the most annoying is the text input – I think it would be more fun if the input didn't include the punctuation (so spaces, periods, and commas are ignored, though the player can optionally type them). The font chosen is somewhat unreadable, the font should be larger and the player's input should ideally be overlaid exactly on top of the original (e.g. when starting a word that is on the second line, I see my first letters at the end of the first line).

I wasn't really sure how to beat the second boss!

thomastc
 • 5 years ago • 

The focus on getting every single letter right on the first try is at odds with the idea of speed typing. Here's an idea: what if your spell still works if it has some typos, but the more typos it has, the weaker it gets? A perfectly typed spell would kill an enemy in one stroke, but sloppy typing would mean you'd need more tries. Now the player can choose between just mashing the keyboard, or being slower but more accurate.

The spell book is a bit awkward to use. Why not show it in the bottom of screen at all times, with icon, description and the actual spell, rather than the opening/closing? In hard mode you could then make the spell disappear after some time, or something along those lines. (Of course spells should still work when typed from memory while on the wrong page, as they do now.)

HuvaaKoodia
 • 5 years ago • 

Memorising spells, quickly reacting to enemies, maybe combining spells to introduce an element of decision making, and honing my typing skills all at the same time sounds like a great concept and it sure is original.

Unfortunately…

The spells are too long, they need to be completed perfectly for any gain, and most of them are in languages other than english making memorization trickier than it should. These are the big problems, which ruin an otherwise enjoyable premise by increasing frustration.

Other than that, the audio visuals are ok, although there are some missing assets (background graphics and sound effects) and the theme is strong. Too bad about the issues with the interactivity.

Overall: Above Average (6.0)
Graphics: Above Average (6.0)
Audio: Above Average (6.0)
Gameplay: Bad (3.0)
Originality: Good (7.0)
Theme: Good (7.0)

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