My entry to Ludum Dare 51 Compo. Enjoy!

now with post-jam music by BrainoidGames!

To Catch a Wizard

Unfortunately, you're the one who's been caught.

You are a seasoned veteran in the world of wizard magic; there's just one problem. Your arch-nemesis. He always has the upper hand, and you've fallen victim to his magic again.

He has devised his most cunning trap yet; a dungeon, cursed with a spell that only allows its inhabitants to live their lives 10 seconds at a time. To add salt to the wound, he's scattered all of your most prized possessions just out of reach.

Will you escape, or are you doomed to spend the rest of your life trapped in this evil labyrinth?

 Controls

  • WASD for movement
  • R to trigger the rewind early

Streamer reactions (spoilers!):


StatusReleased
PlatformsHTML5
Rating
Rated 4.2 out of 5 stars
(9 total ratings)
Authorbadcop
GenrePlatformer
TagsLudum Dare 51
Average sessionA few minutes
InputsKeyboard, Mouse
LinksLudum Dare

Comments

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Deleted post

jump doesn't work most of the time. but interesting idea.

Great game, but the placement of the dash on the keyboard makes it very awkward to control. It feels like I'm playing twister with my fingers.

(+1)

I would like to see someone speed run this... anyone up to the challenge

(+1)

i've done a few speedruns of it. :)  This is the best I got on the updated version:

 
there's also a "Kepsert" who's done some runs on the original version:

I have the fireball spell and all the other stuff, but I don't know what to do now. Is there something destructible?

(+1)

Nvm

(+2)

Cool concept, nice art.
I think the initial portion is cool, having to go somewhere before the time runs out, my only problem would be with the top right corner, where I would keep bumping into the roof corner and miss the jump and be thrown back to the beginning.

I had to give up at the boss fight. There's a lot of camera shakes and audio feedback, but there is none on the very cryptic way you can damage the boss. I accidently realized bricks were falling from the roof, so I tried shooting at the roof and when you hit the Boss, there's no camera shake, not sound effect, there's just text saying "oww" which is easy to miss and not very satisfying. Also shooting at the roof just works... sometimes, maybe the brick was getting stuck ? often when it would not work, once it finally worked there would be like 3 bricks falling down. Also the very low rate of fire of the fire attack makes it very frustrating to miss the Boss's green fire balls, the hit box seems too small so I would often see my fireball go through the boss fireball and then because of the low rate of fire, I was done and died and didnt feel like I missplayed. Since the first phase of the boss require you to hit the boss a bunch of time and I would often lose because either shooting at the roof would not work or shooting and missing a green fireball would kill me, I would struggle to even get to the second phase and I could not figure out what to do while having 3 times more green fireball thrown at me. Shooting at the boss would make camera shake and they would not teleport anymore, so.... was I damaging them ? A health bar would probably help, but I think having some kind of "hurt" sound effect or any confirmation that I'm damaging the Boss or not would help a lot. I reached the second phase I think 3 times and then I don't know, I got worse at the game for some reason and would keep dying by missing green fireball so I gave up.

I think the core is cool, while I'm complained about the Boss, it's a cool boss fight. I just feel you could work on the "signs & feedback", having something that looks destroyable on the roof so you think maybe it's a good idea to shoot there ? Cause there's nothing prior to the Boss fight asking you to shoot at the roof to make stuff fall, so to at least have something visually different would help. And I think the easiest change that would make the boss fight a lot better is having a "hurt" sound effect, camera shake, visual effect etc, when hitting the boss, giving the player's confirmation that they are doing the right thing, cause I had not way to tell in the second phase if I was doing the wrong thing or if I was just bad at the game and in the first phase, it was really underwhelming to damage the Boss, considering it was more satisfying to shoot randomly at the wall, with sound effect, camera shakes and visual effects. (Also making it easier to it the green fireball, it's hard enough to deal with the low rate of fire, making it hard to hit is frustrating ðŸ˜…)

All in all, it's a really cool game, that's why the long wall of text of feedback hahaha, cause I feel with few minor tweaks it would be great.