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A jam submission

Weakest Wizard DemoView game page

Can you defeat the Strongest Soldier? (not in this demo lol lmao lol)
Submitted by GreenScaryButterfly — 6 hours, 12 minutes before the deadline
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Weakest Wizard Demo's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#12.5002.500
Creativity#12.0002.000
Presentation#13.5003.500
Overall#12.6672.667

Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Timeframe (Was this project started before the start of the jam? Or after?)
I started this project in Summer 2025

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Comments

Submitted

Control Stuff: Space as shoot is very nonstandard considering you have up as jump, additionally having two different buttons to advance text and fully complete text is also very nonstandard. Consider changing for increased intuitiveness. Shoot completely locking you out of other inputs also feels weird, given the post shoot animation is fairly minimal(I would expect something like that for swinging a massive greatsword, not this). Crouching is not nearly visually distinct enough to be able to tell quickly. You also can’t crouch and move which feels strange in a platformer and severely limits the points at which you should actually use it.

Level Design: Some of the platform placement is very weird. If there’s a platform above me, I generally expect to be able to jump to it. Spikes are hard to notice visually as they are the same color as the floor and the window is very small(there’s also graffiti spikes which may be confused with actual spikes based on placement).

General: Transitions are very cool. Consider increasing score numbers, bigger numbers feel better. The enemies are not particularly interesting in my opinion and could do with more interesting behavior or be replaced entirely with stage hazards(they just feel like killable stage hazards at the moment).

Submitted(+1)

It was a fun little challenge (I could not get very far ;-;) and really well executed! The level transition effects tickle my brain and the checkpoints are spaced out enough to add tension but close enough to not make it too frustrating when you die. I don't generally love when your attacks stun you for a while, but that's just personal preference (I don't like the axe in Hades 2 much for example)