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Sorcerer trial's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #2009 | 2.583 | 2.583 |
| Audio | #2122 | 2.375 | 2.375 |
| Creativity & Theme | #2495 | 2.542 | 2.542 |
| Overall | #2529 | 2.383 | 2.383 |
| Visuals | #2578 | 2.292 | 2.292 |
| Seriousness | #3049 | 2.125 | 2.125 |
Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game Engine
Other/Custom
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Comments
really cool game, casting spell is satisfying, but the visual are so messy. really cool game concept, good job<3
The spells felt like they had a nice heft to it with the SFX! I did wish the cooldowns were shorter though as it felt a bit slow. I think the UI was taking up too much space on the screen too and it took me a while to figure out how to rotate the spell wheel, scrolling the mouse wheel would've been a better choice for that in my opinion. You seems you have a decent amount set up though for a nice foundation to build upon! Nice work!
The concept was neat, but the UI really hurt the gameplay. Having to go back over to the whel to turn it, but needing to also use the mouse to aim was a lot of back and forth that doesn't work well for a fast paced combat game. There was also a comment about attacking with one spell makes others faster, implying the intent that you often switch. The biggest improvement, I think, would be to allow the right mouse to be able to rotate the selection from anywhere. It might even be worth making it a simpler right click and drag left or right a certain distance to simply move all the way to the next slot, instead of slowly rotating and having it part way between 2 options. It is nice that there is an indication when it changes, but having it solidly center would be good. I would have changed abilities more often if not for the delay, especially when enemies were on the left side. You could favor going left to keep many enemies on the right and reduce time to change things, but then the UI for it gets in the way of seeing them. Down left to keep enemies to the top right is an option, but does limit gameplay choices. However you do it, I really think this could use some work to improve the enjoyment of the game.
The simple shapes and colors worked for the game. The different attacks were nice and had enough differences to be worth switching, even though the switching meant racing the mouse over and back. The initial instructions were clear enough to quickly get you playing.
The best part about this game is the spells, they have really good sound effects and a nice punch to them, I think they have too much cooldown. An upgrade progression system for the spells would go really well too, unfortunatelly the graphics are lackcing but they are good at comunicating "flavor" to the enemies. As for level design, the arena could be smaller and the enemies could be faster, as it makes movement more needed and gameplay interesting overrall. Nice job!
The spells are quite satisfying once I figured out how to change which took some experimentation, but I knew there was more than the earth spell from the screenshots
It's cool that the enemies have different types of attacks and don't only follow you, lasers and projectiles on second level surprised me!
The tutorial felt too short though, because I realized that you can rotate spells only after reading the comments ^^;
The visuals are a mess and I'm not sure what's happening but the spell is satisfying to cast. It would be nice if there was more clarity and a clear goal.
This game is a bit clunky. There were far too many times I was getting quadruple-teamed and I could do very little about it because I had to keep making motions to move my mouse to the corner of the screen and change my attack, and then move my mouse back to the center of the screen to click to attack. Also when enemies came from the bottom right corner of the screen I literally couldn't do anything because the weapons wheel was in the way. I did however like the silly music loop and the chunky pixel style, the latter of which can be pretty hard to pull off. Good job.
I really liked the game, i think a cool addition would be to implement some sort of type weakness to enemies, to encourage switching spells more often. Also i think that the mechanic, that the enemies of the same color have the spell you have, is pretty cool.
Pretty cool game, I like the sfx and particles. It could benefit from a bit more information on the UI, like telling me what I actually wanna be doing, or anything like that.
Really fun and awesome game! The way I had to physically the spin the wheel to get the spell I want and dodge the enemies is really stressful! ( in a good way ) Though I wish there was some sort of upgrade system or more incentive to switch spells other than making other spells faster. Like maybe using the same color spells as the enemies would do more damage to them.
Im glad you enjoied the mechanics:). I wantded to add more, but I ran out of time :D. (The same type damage is smart, why didnt I think of that)