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Lost Spell's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Use of theme | #9 | 3.714 | 3.714 |
| Presentation | #10 | 3.786 | 3.786 |
| Overall | #23 | 2.976 | 2.976 |
| Concept | #31 | 2.929 | 2.929 |
| Enjoyment | #33 | 2.786 | 2.786 |
| Use of prerequisite | #42 | 2.214 | 2.214 |
| Controls | #44 | 2.429 | 2.429 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Gorgeous art!
I loved the art, and the mechanics are great. great Job, really enjoyed.
I love the story!
The art was also very unique and looked amazing!
The cutscenes art was also very amazing to look at
For the gameplay bit, the controls felt a bit off.
- No Coyote jump
- If u leave the jump button mid air, you are instantly pulled down which feels a bit weird
- And the key binds also felt weird to use, x to attack, arrows to move wasnt my favourite choice
Btw, that attack kinda looks like we are peeing on the enemies xD
But srsly, the overall art and animations look amazing.
The background was really detailed, maybe it could use a parallax effect.
But other than that, your execution on the idea was great! I loved your implementation of the theme!
Thank you for the feedback!
We will improve the gameplay in the future.
We have also heard from a few others that the key bindings felt weird, and we want to change them. What key bindings would you prefer?
WASD to move (Arrow keys can still be used aswell as they make it more accessible)
space to jump (and as we dont need to hold the jump maybe also hold space to fly?)
or if u do add the feature of the longer u hold, the longer the jump. Then maybe f or e or could be used for flying
click to attack
These are what Id generally expect for controls in a game
Also if u want, allowing players to change key bindings is always the best option imo lmao
That is if u want to workk on that tho
Ok, thank you for the additional feedback!
Allowing the player to change key bindings would really be the best option. We will look into adding that after the jam. But we like your suggested key bindings for the standard controls.
charming and adorable !
love the art and presentation, props for doing the narrative both at the start and end, i noticed a lot of people didn't have time for that
platforming felt a bit finicky and unforgiving, but that's easily adjusted with more time for testing and tweaking, good job !
I loved the graphic style—it’s really beautiful, and the story also feels charming and full of personality. The game does feel a bit slow for a platformer, but it’s fun to explore and make use of mechanics like flying. Some jumps are very tight, and I fell quite a lot, but the ending is really lovely. Great job!
Thank you very much!
We will improve the game with a focus on the platforming aspects when the game jam has ended. We are glad that you enjoyed it.
I was genuinely impressed by the presentation. The only minor thing I disliked was that the text was too close to the edge of the textboxes. Apart from that it's hard to believe something like this was made in such a short amount of time! It has everything a good game needs such as great story, fair gameplay, exploration, good music, and smooth controls.
I really enjoyed floating even though there were times when i floated a little too high and dropped without warning. I think it would be nice to glide as well. The magical fire looks ace too but i found it easier to just dodge the enemies however the flame was useful for creating checkpoints and these were very nicely done. I especially liked the part where you come to a message that said “sometimes you need to give up to go on.” That moment, where I had to die after setting a checkpoint in order to progress, was clever and unique and makes this game a perfect fit for this game jam.
It didn't take me long to make it to the end and reunite the spell with its friends in the portal, but it was a lovely conclusion. It’s great to see a game like this include a narrative—it adds depth and makes the experience more memorable. Overall, I really liked it and think it’s a fantastic little gem that needs expanding with more levels.
Thank you so much for your feedback and your kind words. We are a team of two and focused maybe a bit too much on the art and story, so the gameplay sadly lacks a bit (for example the enemy Ai like another comment mentioned already or the missing coyote time). Also we think the level length was a bit short, but we had no time and needed to fix some bugs we encountered at the end. We really like your idea with the gliding and will maybe implement that in the future.
I honestly think you’ve focused on the right things, your game already shows a ton of promise! The idea about gliding came from that great wind mechanic you included. You've clearly got a good sense for level design, so I’m sure with more time, you’ll be able to create even more excellent and creative levels.
Your concept is quite interesting, but in my opinion, the potential of both the secondary and main themes isn't fully realized. The cutscenes and storytelling are genuinely great, but the animations could've used some more polish. Overall, the locations are beautiful and picturesque, though some traps aren't very obvious due to their color scheme and size.
I feel like the level could use one or two more checkpoints—nothing critical, though. Also, the enemy AI is pretty basic, and honestly, you can just ignore most enemies while running through the area.
That said, special praise for the cutscenes and narrative—they're solid! The rest feels a bit weaker in comparison, but for a first project, you did an excellent job
Thank you very much for the detailed feedback!
We will look into implementing more complex enemies in the future. Could you please elaborate a bit more on what is missing from the animations? We would like to improve that aspect too but dont know what exactly the problem was with them.
It’s hard to explain specifics—maybe it’s just personal taste—but I feel like the player sprite looks a bit ‘muddy,’ and the flight animation isn’t very clear. Overall, flying also feels overly long to me. The attack animation is interesting, but the exhaled flame looks a little messy too, though it probably fits the art style.
I’d say the main recommendation is to generally improve pixel art skills. Our team’s game also fell a bit short graphically because, well… I was the artist XD
Ok, thank you for the feedback. We will try to improve the points in the future!
Y'know, if the player's moving forward, the fire trail should logically flow backward, shouldn't it?
The art here was amazing, and the levels made me want to stop and explore. The game seemed very polished, especially for something that was made in 2 days
Thank you very much.
We want to expand and improve the game further in the future because we could not implement everything we wanted in the 2 days.
I saw some kind of reference to puzzles in the description, is that something you plan to work on?
Yeah, we already tried to implement puzzle elements into the game, but we want to expand on that. We sadly did not have enough time to add complex puzzles yet.
Some of the platforming felt a little bit stiff and unforgiving. Still, a very solid concept. I'd like to see where this goes with some more time invested.
Thank you for the feedback!
We sadly realized too late that we forgot to implement coyote time. But we currently plan to improve the game after the jam has ended.