Hold My Wand GDKO Round 2
WASD to move SPACE BAR to slide / dodge
Mouse to aim!
Known bug: Dead monsters can still attack you for a moment until they fully fade away.
Round 2 Notes: Added a ~4-5 minute opening story that I did not have time to add some quality of life text and skip to next scene elements. In the future it is planned to have a tutorial in the middle so it is not as long in one sitting. (If you want to skip the whole thing you can hit space bar). Added projectiles and some animal enemies per the round challenge.
Once you manage to defeat the first boss, you have won! There is no more content and will have bugs preventing you from going further :D.
Game I think has a lot of promise but is still very much in a draft stage! Adding a story took a lot more effort than I anticipated. I used blender to render certain shots, then re textured with AI, then brought back into Photoshop and re painted certain areas and applied some styling.
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.
Additional 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 and Round 2 Game Jams.
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