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First Person Sorcerer's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Sound | #481 | 2.165 | 2.714 |
| Aesthetics | #620 | 2.165 | 2.714 |
| Theme | #631 | 2.051 | 2.571 |
| Overall | #635 | 2.051 | 2.571 |
| Story | #646 | 1.368 | 1.714 |
| Mechanics | #675 | 1.937 | 2.429 |
| Fun | #697 | 1.709 | 2.143 |
| Music | #790 | 0.798 | 1.000 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game in total?
1
Did you use any existing assets? If so, list them below.
Kenny. nl, synty dungeon assets, synty particle effects
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Comments
Yes, noticed same thing, apparently the Timer is looping and not oneshot, maybe. It took some time to understand that I shoot with with the number keys for the different spells. Seems that the mouse on Godot-games drags downwards if not on Fullscreen. Nice looking game, and good idea which works.
Good job making and submitting a game for the jam. I like the concept. I see from other comments that the game was supposed to end when the timer runs out. Hopefully, you can get that fixed. :)
Congrats! I think it could be a fun multiplayer game where everyone tries to get the most chest in the limited time. I wish there were consequences in chosing wrong and or maybe something that chases you in the maze. But good job in making this alone!
Thank you very much for the feedback. I've never made a multi-player game, but I will have to look into that later.
I originally wanted to add Zombies in rooms that would aggro and attack you, but didn't end up getting to it.
Congrats on making a game! Fun maze. I just couldn’t find the exit. I think I scored something like 38. At one point I got the feeling that I got all the chest and opened all the wooden doors.
The wooden door and magic mechanic, as it stands, doesn’t add much to the game and I think that is because there is no consequence to choosing wrong. Something to think about.
Cheers!
Thank you, I'm glad you had fun. There is a timer that is supposed to run out, but it seems to not be ending the game correctly.
The consequence was intended to be the timer combined with spending mana on spells.
I am going definitely take those things into consideration to clarify the gameplay after the game.
Good job, I liked te exploration and dungeon layout, visuals were consistent. It could have done with a full-screen mode, when my mouse cursor went outside of the viewport it was hard/impossible to look around until the cursor returned to the viewport. It took me a while to figure out 1/2/3 were the magic types. I wasn't sure about the indicators either, was it the lanterns on the walls?
I appreciate the feedback. This is my first game so I still have a lot to learn, but there are a few features I think could really help it. I will look into learning how to do the full screen mode.
The indicators were stone tablets on the wall, with an icon matching the spell icons.
Some of the updates I am hoping to make in June after the jam is to clear up a lot of those kinds of details to make it more fun!
This game is very confusing to me
I couldn't find those magic type indicators for a while because they're so high and blend in really well, I didn't understand what the chests were doing or if there was an end goal
, and my entire ui was broken (off center) for whatever reason
Good luck next time, try adding music in the future because it makes a big difference
Thank you so much for the feedback. I'm aiming to make an update in June after the jam to correct those along with some other issues I have noticed.