I like the story and atmosphere, the spellcasting mechanic is also very interesting! When Forest Master finally appeared, he just stepped into toxic cloud and died, lol. The only thing I find unnecessary is the way main character suddenly stops when turning around. Also it would be nice to open spell tips by numeric buttons, instead of MMB. But other than that, great game, well done!
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SPELLCASTER's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Art | #16 | 3.867 | 3.867 |
| Audio | #21 | 3.467 | 3.467 |
| Polish | #24 | 3.600 | 3.600 |
| Creativity | #34 | 3.800 | 3.800 |
| Overall | #39 | 3.322 | 3.322 |
| Gameplay | #55 | 3.133 | 3.133 |
| Theme Interpretation | #168 | 2.067 | 2.067 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Interesting game! I love the polish and feel of the game! I can tell that you put a lot of effort in this which is awesome! I feel like if this is developed more, definitely could be a full fledged release! Great work!
Nice mood, I died a lot, maybe my lack of skill. The tutorial is nicely done as well.
I love the core idea, but could not really draw the spells correctly I think ? Except the basic one, the others were working once per 3 tries and so it was very difficult because there were a lot of ennemies around. But maybe I wasnt precise enough and that’s it !
The overall game looks very good and polished, good job !
It's quite difficult to master the spells but I like the concept. I think if you replace the node clicking for a single stroke pattern then that could improve the feel of the spell casting. It's a fun game overall and will have to play it again. Good job for making the game.
The turning for the movement combined with the overall slower movespeed made for a bit of a clunkier game feel. The core mechanic is an interesting twist on the established genre, but the precision required within the glyphs themselves were probably a little too precise.
Interesting concept overall.
It was nice you added a web build, I was impatient to play it and don't regret it. Masterfully done!
really impressive what u pulled off in 72 hours.
agreeing with the input feedback already mentioned, the context switching between keyboard and mouse is a bit hard for my adhd brain but overall the tension of drawing spells while enemies close in is really well done.
would love to see this go the dungeon crawler or story driven route, the deliberate nature of casting feels like it fits a more structured encounter design where each spell decision actually carries weight. a lot of untapped potential here, hope u continue it. chef's kiss, great work
Thank you for the feedback — it really was a crazy process these three days, and I managed to get completely exhausted. And I see it wasn't in vain. Indeed, after I finished most of the game, I started thinking about how to diversify it, because it's too cramped within the vampire-survivor genre. For now, the future of this game is still being thought through :)
The presentation here is fantastic love it! the UI of the choosing the new spell you want is quite nice and I like the little intro at the beginning and the death screen. the art work is stellar as well! the sound design is very good as well and I like the creepy sounding voice.
I like the theme is used in a meta way as costing real life time of drawing the spells that's quite clever! I appreciate that you have given a good margin of error if you don't draw it bang on the dots, that's very helpful. The tension of trying to draw in time when each wave of enemies are closing in creates a great level of tension.
Though I find it a little tedious to go back an fourth with selecting the different spells from having to change which button i'm pressing too fast, I would've preferred if you could still press left mouse button to select the different spells, but have the spell menu outside of the drawing detection area so it doesn't over lap, and having the cancel spell mapped to something on the mouse instead of keyboard for faster reaction time pressing it from the player.
Overall very high quality stuff, Excellent work! : )
I'm glad you liked my game that much :)
Regarding spell selection. I have an idea, but it's suited for a different genre that this game could turn into: you could have a limited number of available spells (for example, 6), then the selection of stencils could be assigned to hotkeys. Of course, this set could be switched between waves. I repeat, this isn't for the current version of the game. But in terms of frequency — to make it to the end, the player would need to remember at least a couple of spells, so they wouldn't waste time choosing a stencil
What an awesome idea! Vampire survivors mixed with runic spells is very neat, and I felt like the skill ceiling for it is quite high! I almost reached the master of the forest, but I was able to see a good amount of the spells and passives. The life steal one is felt like the best. The pixel icons were really nice and definitely evoked the same aesthetic that VS has. I've got some feedback from my playtime.
- The spell casting had a little bit of friction, exacerbated by the fact you are under pressure by enemies constantly. For being done in 72 hours I am very impressed. but I think there is room for improvement due to being the core mechanic. Clicking for points individually gives you clear data, but makes it harder for the player, especially since that means you need to press space to submit. Luckily you do get used to it due to the limited selection of spells. You get a feel for what the system allows. However, if time allowed, I believe a better solution would have been to let the player click and drag to draw, sending the result through a CNN to analyze the shape against your spell list. Then it would only be after the player lifts the mouse button. Not sure if you've seen it (and I hate to compare), but The Magus Circle is something similar I think you could look at to see what I mean.
- Lack of invulnerability on hit can be detrimental and frustrating. I felt like I had a good run, but due to the swarm of enemies and limited play area, I got stuck in the last minute and instantly lost with full health. The above point doesn't help with this, as a reason many players will die is due to failing spells. I think a few seconds of invincibility would help this situation without trivializing anything.
- Halting movement in the opposite direction feels awkward. I'm sure you had your reasons for it, but the fact you aren't looking at your character most of the time leads to a disconnect between where you think you will be and where you are by the time you exit the spell menu.
- Not sure how it relates to the theme. Doesn't really have to do with the game itself but I thought I'd add that.
Anyway, you made me feel like I downloaded a cursed video game. Loved that. Sprinkle in some reversed sound clips and you'll be soiling some pants. I will likely be returning to see if I can improve and win sometime. This deserves a high rating for being so technically ambitious alone. Good work!
Thank you for your feedback. I appreciate it when people leave detailed critiques of projects, and I try to do the same myself. Regarding your points:
- During development, the original scheme involved drawing while holding down LMB, but later when I started testing the game, it felt too difficult. As if you have to put in more effort to draw and move around the room at the same time
- Invincibility is a good point. I will definitely add it after the jam
- About movement. To be honest, I didn't have a specific reason for implementing it the way I did. It just felt quite realistic and unique — having the character not turn instantly, but do so with a certain sequence. Although I admit that sometimes the algorithm doesn't choose the shortest path to turn around
Thanks again for the feedback
well I suck haha. What a great idea though! Only thing is I wish is that the spell would go off right when I finished the drawing, mainly because I would forget that I needed to hit spacebar to active the spell and get smashed.










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