Prism Wizard

The color of magic

An entry to the 5th Alakajam!

Prototype…

Cast the best spells againt your enemies!

/*
Just a concept.
I would need more time for this and new to Unity…
But it's something!
*/

Voting results

This game entered in the Solo competition (37 entries).

Comments (4)

AdroitConceptions
 • 5 years ago • 

color based games + color blind => sadness. I would recomment taking a look at Mark Brown's video on Colorblind accesssability if your going to make a game that relies on quickly determining colors. It also wasn't clear what the colors did/if I actually killed an enemy.

It looks like you have a start of a color based wave battle system of some sort. would be intresting to see were this ends up.

smbe19
 • 5 years ago • 

Interesting idea, but it really needs some more explanation. I think I figured out, how to combat a certain color, but maybe it would be nice to explain it. Controls with the numpad work much better than with the mouse, nicely implemented.

MatchaMaze
  • 5 years ago • 

Thank you for the feedback!

@AdroitConceptions
First of all, shout out to Mark Brown's Game Maker's Toolkit! Great videos! Big influence on how I think about games!
The original idea was a Magicka style Rune/Symbol/Elemental mixing system that would make unique speels. However I coulndn't spend enough time working on the game to make that a reality. Had to simplify the whole concept and ended up with this… Symbols would have worked a lot-lot better…
I tried to put in other clues to show the different effect of the different colors on the different colored enemies.

@smbe19
I wanted the feel of learning the spells as you would if you would be a wizard.
As I said before, this is a simplified version of the original idea and explaning it more would take away the only remaning thing in this "game" that makes it a bit interesting.
And yes, I was really happy how the numpad worked out!

HuvaaKoodia
 • 5 years ago • 

Wide area attacks against multiple enemy types is an interesting idea. Forcing the player to choose a spell which only damages a subset of visible enemies could indeed be a tough decision, if…

  • Spell casting cost more mana, leaving the player vulnerable for a time when choosing badly
  • Health didn't recharge (this fast at least)
  • Enemies received buffs and/or debuffs from different spells, making the choice even harder!

Worth some design time this actions-affect-everything mechanic. It could be quite compelling in a variety of contexts.

I'm skipping ratings this time as is proper for a prototype. Consider the unranked category for incomplete projects.

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MatchaMaze

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