You are a mage that has been cursed by a nasty spell. You are now stuck in a loop of actions - Jump and Shoot. Traverse the caverns with this affliction and escape the loop!
Programming by Andrew Leal
Music/sound effects by Collin Leal
Art by Lauren Addington Leal
Changes made after submission:
- Fixed spawning so it wouldn't spawn the player in a wall
10/9/2020 - Fixed level 2: Edited level such that upper area is no longer skippable. - Fixed crate collision behavior: crates no longer push through walls. - Misc. fixes: Made player shorter so they don't bump their head in-between tiles, increased jump height slightly.
@connorses Yes, we are currently looking into it. Due to us having things to do today/it being a monday, it isn't something we have been able to fix. We only have one programmer on the team so when he is able, we will try to get it hosted.
I really loved it! The idea of having three abilities that you have to rotate in between was very innovative. The art was cute, and the music is so lovely. Im currently stuck on level 2 though...
Art is superb, jump is kinda weird, it sometimes doesnt jump, even tho i should be jumping in the loop. the idea of an action loop is great! good job :)
I can't get past Level 2. I can't jump to the other side. Either the jump is too low or I'm doing something wrong. I like the concept of fixed sequence of actions though.
Great job! I loved the art style and the main character! I think the theme was used well here and the main feedback I'll note is that some of the platforming/input precision seemed a bit tough (unless I was doing the puzzle completely wrong which is entirely possible on my end).
Great game, couldn't quite figure out how to get past level 2. I'm gonna make a note of this game and go back to finish it after I get to some other people's games. Awesome artwork and nice audio. The mechanic fits the theme well and is fun, great entry!
The visuals are nice, especially the adorable mage girl you play as, the difficulty really spikes up super high really fast and I couldn't get through the second level the idea has plenty of potential, if perhaps each level had a different loop of actions there's a tonne of potential for puzzle design, overall nice work!
Nice game idea, I really love the art. Can't get past level 2, already tried several minutes :( I feel like the jumping could have been a bit higher to make it easier.
Great concept, but I couldnt get past level 2. I was able to destroy the first box, but I only got up to the platform it was on once, that jump with up is very difficult. I would have loved to play more!
I will try to @ people tomorrow but i see level 2 is presenting some difficulty! Sorry about that. If i recall correctly it may help to occasionally jump and while in the air use a fireball to help push yourself in a certain direction. Thanks guys!
Amazing graphics!.. Really like this piece of art :heart: - unfortunately i had the same Level 2 problem the others had.. but still overall great job :smile:
Unfortunately I am also in the level 2 club :( I'd love to play more but I couldn't figure out for the life of me how to cross the pit! Very cute art and unique concept, though. The music is light and fun as well!
Magnificent gameplay, art and sound. But controls might be more responsive for a platformer, I mean a jump could be adjusted to match the level desgin and so on. But for a jam -- great.
Friendly criticism: I got pretty frustrated by the level design when I fell in a hole and had to start over, I gave up. I struggled and became frustrated with the cool-down mechanics. When I would know what to do, and try to execute, expecting to be able to jump or fireball but it being locked out and on cool down was pretty awkward and I wonder if that restriction needs to exist; maybe not so long? maybe the completing the loop should reset the cooldowns?
The jump required here combined with hitbox and sprite mismatch added up to feel quite unfair.
This problem happens again later in the stage with a death pit below it, which is where I quit.
The designer in me wondered what this would look like
A HUD like this would keep our eyes focused closer to the character, rather than needing to see my available move all the way up in the corner of the screen. Something to consider. The drawback being that it also looks a little cluttered.
@ismael-rodriguez Thank you so much for your feedback! We definitely had similar thoughts to some of your suggestions for future improvement in the UI department, and you elaborated even more in some areas. I really like the way you have it mocked up for the action loop- ty for that :) Also, much appreciated criticism. We're excited to tweek alot of things post-jam.
Had fun with what I played, the only problem I had was with the timing on on attacking then double jumping. It frustrated me at first but I eventually just played around with it until I got the hang with it but maybe there could be a timer or something to show. Also ran into a bug where he would be permanently greyed out idk if the grayed out was suppose to be the timer or not. Sound was good as well I liked the sounds for the jumping and the attack.
You guys did a great job with quality artwork and music as well as coming up with an interesting game mechanic. The movement was a bit too tight in my opinion, but I would love to see the puzzle-like mechanic fulfilled with more levels!
Glad you got it working! The mechanic of limiting which abilities you have to use was cool. It got easier once I figured out the pattern of launching a fireball and immediately double jump, so that the fireball won't cause me to fall. As a level designer I feel like a great twist would be a scenario where there's something you can't hit with a fireball. Of course, that means the player could launch a fireball away from that thing. Which is why you either place the object on both sides of the player, or, give the player a spell that launches fireballs on both sides every time. It got my brain working on ways you could expand on the concept with new levels, which is great.
Comments36
The input feels too punishing sometimes.
Thank you!!
the idea has plenty of potential, if perhaps each level had a different loop of actions there's a tonne of potential for puzzle design, overall nice work!
I feel like the jumping could have been a bit higher to make it easier.
Very cute art and unique concept, though. The music is light and fun as well!
Friendly criticism: I got pretty frustrated by the level design when I fell in a hole and had to start over, I gave up. I struggled and became frustrated with the cool-down mechanics. When I would know what to do, and try to execute, expecting to be able to jump or fireball but it being locked out and on cool down was pretty awkward and I wonder if that restriction needs to exist; maybe not so long? maybe the completing the loop should reset the cooldowns?
The jump required here combined with hitbox and sprite mismatch added up to feel quite unfair.
This problem happens again later in the stage with a death pit below it, which is where I quit.
The designer in me wondered what this would look like
A HUD like this would keep our eyes focused closer to the character, rather than needing to see my available move all the way up in the corner of the screen. Something to consider. The drawback being that it also looks a little cluttered.
As a level designer I feel like a great twist would be a scenario where there's something you can't hit with a fireball. Of course, that means the player could launch a fireball away from that thing. Which is why you either place the object on both sides of the player,
or, give the player a spell that launches fireballs on both sides every time.
It got my brain working on ways you could expand on the concept with new levels, which is great.