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Magical Armageddon (Ongoing Version)'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Recent Work/Making Progress | #6 | 3.667 | 3.667 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Improvement Summary
This game has underwent a ton of updates since the Jam version (Inbound Shovel 2025), but the most recent one is adding more items such as armour and special abilities, more features on the 1v1 and Tower Siege modes, and a major bug fix with Player 1's weapon occasionally having a weird hitbox, as well as publishing the official wiki for the game!
https://sites.google.com/capemaytech.com/magicalarmageddon/home
At the moment, I'm working on adding the ability to choose your character's country of origin, adding more game modes, and adding a second world to the Campaign Mode!
Requested Feedback
All I ask for feedback-wise are your thoughts on the game overall and what I can do to improve it.
No specific areas.
Comments for Reviewers
All the info for how to play the game are found in the tutorial, which also includes a special area where you can practice movement.
You can as well practice even further in the 1v1 mode, which is found in "Other Modes" at the main menu. There you have access to every item in the game, the ability to setup your loadout, the opponent's, and whether they're a player or a bot.
If you have any questions at all, then please let me know! I'm always happy to help!
<D
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Comments
please add a prompt in arena vs (press enter to start!) XD...
I think this game could really benefit from a controller rework... or maybe some kind of auto aim or auto snap or something like that. I always end up fighting sideways and most of the times I won was just using the spin...
the game punishes a lot, so it wouldnt be bad if the controls feel more in line with the challenge.
also the spanish guitar in the menus is amazing, I stayed there listening for a while :D
Hey, thanks a lot for playing and for the feedback! The notes on the controls are really helpful — especially the sideways fighting and spinning, that’s something I’m actively thinking about improving with better clarity or assist systems so it feels more intentional.
For the VS screen text, I'm honestly not sure why I didn't add this earlier, so I'm most definitely adding that sometime tomorrow LMAO 🤣
Also really glad you enjoyed the music! I spent a lot of time on the Spanish guitar tracks for the menus, so it means a lot that you actually stuck around to listen.
If you want, I can also upload the Main Menu and Command Center music as downloadable OST files for you!
When I first play a game, I tend to skip the tutorial so for a while I didn't know to press "Enter/Return" to start the fight. It would be good if you just show a simple text instruction there.
The control is very wonky even if you are purposefully making it a rage game. At the current state, every battle is very random for me. It feels like I'm waiting to be lucky when the enemy happens to come closer as I swing around my weapon. I think there are still lots of room for improvement regarding character control. I can't give any suggestion on it since I don't know the direction you're taking with the game. But I would at least try to make the character movement easier, that would be a huge improvement. Currently, it's just impossible to tell my character on where to move (bordering annoying).
Also.. due to the control, I mostly lose every battle, so I didn't get any chance to acquire any money to buy different weapon/armor.
On the positive side...
I like that you have a good amount of variety to make every battle different, good job!
Every ability the enemy executed also has good sound and visual effect and make the game feel alive.
Personally, I can see the game being very fun after the control issue is fixed. There is some potential here and I hope you keep on working on it!
Thanks for the feedback, I really appreciate you taking the time to play and write this!
Yeah, I’m honestly not sure why I didn’t include a “Press Enter to begin battle” prompt before, that’s definitely something I’ll be adding. I’ll probably also make Space work as well since that feels more natural.
Also just to clarify, the game isn’t meant to be a rage game, so the control feeling “random” or hard to direct is something I want to improve. The physics-based movement is intentional, but I agree that it should still feel like you have clear control over your character.
I’ll be looking into ways to make movement more responsive and readable without removing the core feel of the combat.
I’m really glad you liked the variety and effects—that’s something I’ve put a lot of time into. Thanks again for the feedback!
It's been several months since I last played. I remember I wasn't very good at it, but let's see how I do this time.
Going to the settings I still see that the text is cut off for Control Preference. It started on "WASD TY", with the Y being more than half cut off. "OFF: also overlaps the text on the other 2 options. I am playing on Linux, so if you are using Windows only fonts, and not bundling them with the game, then that is likely the issue. I don't know Scratch, so don't know if it has an option to bundle your chosen font with the game.
I went into the Tutorial to see what the other controls were, but it looks like the WASD TY controls are hard coded there, as choosing any other did not alter what is shown. I'm guessing WASD O would be followed by "P", to match T & Y being side by side.
Holding W & S together feels odd to me. I have to rotate my wrist in a way I'm not used to for gaming. You aren't using Space, "Q", or "E", and I think any of these would work better than the WS combo.
On the Tutorial "Try It Out" screen I was able to go off the screen at the top, though bounced off the other 3 edges.
Why does the equip screen require using numbers, instead of clickable buttons? It feels odd to be switching from a mostly mouse based UI, to having to type letters and numbers for equipping.
Having a Tutorial is helpful, but ideally the game controls should be clear while playing. If you don't read the tutorial, you may get to the combat start screen and be confused as to what to do. I would add text, or an icon, informing the player to press enter to continue. Adding Space as an alternative would also be nice, as that feels more natural, to me, with WASD or arrow key controls.
It would be nice if there was more info on the things you can buy. When looking at the Jouster and Kujang, both say "Average damage". Does either have an advantage over the other? Maybe the Jouster would be longer? The image makes it look that way, so that is what I went with.
I took a look at the 1v1 screen. When scrolling to look at the weapons it also scrolled my browser window. It may not be an issue in fullscreen, but I like to keep it in a non-fullscreened window so I can type notes while I play.
I did a bit better than I remember doing last time. I'm not sure that my skill has improved. I feel like the enemies are more balanced so they don't jump in difficulty so fast, especially when I lose. I was able to win a few fights, but never enough to get more than basic equipment, and no abilities. I got a 10 HP helm, then a 30 HP one, and the Jouster. I mostly got some luck blows to win, and never thought I was all that good at the controls. I felt the need to spend on whatever I could afford as I know my skill was not high and I could lose money by losing the next fight, so spend it when I had it on whatever was affordable. I know you have the 1v1 mode, but I didn't want to go through every item trying them out. I'm not really a fan of the rag-doll spinning controls, so am not motivated to try out all the combos. This is amplified by the fact that when playing through I rarely get enough money to buy more than basic gear. If I liked the style more, then I could spend the time to get better and get further. Everyone has their own preferences, and for this style of game the combat seems fine, it is just not my personal preference.
The biggest thing I think the game needs is better UI. The UI is all over. A more consistent UI would help the feel and flow of the game. Since your combat controls are purely keyboard based, I would make the entire UI work with the keyboard. Every screen should grab focus on a control and allow using the arrow keys and tab to navigate between them, using Space or Enter to select. Even with the mouse, some UI elements were annoying. The biggest was browsing the items to purchase. Thin items could be a pain to click on. For the UI it would be nice if all items had a preset rectangular area you could click on, rather than needing to match up to the shape of the item. Also, the selected item's info pops up over the middle item, which generally means I had to click off to make it go away before I could select the center item. And, the above mentioned oddity of using letters and numbers to equip things really felt out of place with everything else.
It would also be nice if you broke out the control settings. Have one option for movement controls, and another for the buttons for special attacks. This will give players more options. You could also add more options for the specials without needing to have combos with both WASD and arrows. This could also allow for adding additional control options, such as how to face an enemy.
Thanks for the detailed feedback—I really appreciate you taking the time to go through everything and write this up.
The scrolling issue in both the 1v1 mode and the page itself was definitely unintentional, so that’s on me. I’ll be fixing that.
For the UI, a lot of it is intentionally styled after early 2000s Flash games, but you’re absolutely right that some parts could be cleaned up without losing that feel. Things like inconsistent input methods, overlapping elements, and small click targets are areas I’m planning to improve.
The control feedback is also really helpful. I’ll look into making things like Space/Enter more universally usable and making sure the tutorial reflects the selected control scheme properly.
I’m glad to hear the balancing felt better compared to before—that’s something I’ve been working on a lot.
Overall, this is super useful feedback, especially on the usability side, so thank you again for taking the time to share it.
el juego es muy bueno tiene distintas formas para armar tu build siento que aveces el movimiento es algo poco responsivo haciendo que este tenga un delay como de 4 frames fuera de eso el juego es muy bueno para jugar con un amigo