Hold My Wand GDKO Round 1
WASD to move Space bar to slide / dodge
Mouse to aim!
Objective: Increase the power of your player to become an immortal mage. (at least when the skill tree is done!) Each quest you collect materials to use in your skill tree and get stronger. Defeat the boss to move onto the next Quest Level where the enemies get harder. Your attacks cause you to take some amount of damage back at you based on the enemy and combination with your attack. This is similar to nodebuster if you have played it.
There are some elemental themes where you do more damage and take less damage if you line your elemental attack up with what the enemy is weak to.
Note: I only had time to set up and program the Tier 1 upgrades in the skill tree despite designing the overall skill tree. Feel free to explore! Know that the upgrades are giberish beyond Tier 1. In future rounds (for GDKO at least) I plan to finish.
This game was made for the GDKO Round 1 Game Jam as well as the Construct 3 Game Jam.
They had themes which I feel worked for this game. GDKO:
Primary Mechanic: Aim your mouse to do damage, rotating through elements Secondary Mechanic: Collect Resources by running near it.
Progression: Skill tree
C3 Jam: Tough Choice theme (skill tree)
Please note that the sound and art were assets I had access to via packs. The art in the game is a workflow I use to render 3d assets out of blender with various shaders.
The title page art is an AI retexture of my crappy mockup and then touched up in photoshop.
I am using a flood fill for path finding with a repulsion system to handle enemy spread. This game is a blend of some prior game ideas I had with nodebuster which is a game I loved playing recently as an incremental power game.
Foozle
Comments
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Why does hurting enemies hurt player? Why is the "core" in the core depleted is the same thing as the playerMaxHealth. And there is actually a currency called core in the game. That is confusing. Am I suppose to run in circles trying to not kill enemies until the boss arrives because that's what I did. I like the concept and it is a jam game I get it. But if you intend to work on it more, this is my feedback
Thanks for the feedback! Short answer is I ran out of time to reduce the friction for onboarding a new player and other items. This game is inspired by nodebuster which has a similar mechanic of your attack being reflected back at you for a certain amount of damage. While you could in theory just dodge until the boss, it will stop you from progressing very far as you need to farm materials to upgrade or will not be able to beat later levels.
Hope to increase the polish in future rounds.
Foozle