Wildmagic Wizardry is a Spell Mixing, Dice Rolling, Strategy roguelike where you Mix the elements from your magical dice to create powerful spells and fight your way through groups of enemies.

Currently available on both Windows and Linux, so please give the demo a try and let me know what you think! 🙂

https://heffy.itch.io/wildmagic-wizardry

  • Nix@merv.news
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    1 year ago

    Really cool concept! It reminds me of the Megaman battlenetwork gameplay of battles which was amazing and needs a new game to adopt.

    Some things I encountered:

    • When I launch the game and everytime I go to a new level it minimizes to the smallest possible screen size and i have to drag on a corner to make it bigger. It might be because I have a dual monitor setup but I’m not sure. Changing the settings to maximize fixed it.

    • In the main menu etc. It’d be nice if the active selection had something a bit more obvious to indicate it’s selected other than just the font being white. Maybe an old school glove pointing at it or something would be nice. Especially since randomly sometimes when I launch the game multiple options have white font.
    • There’s no indication of how much damage a spell does so I’m not sure if mixing spells increases the damage it will do or only change the area it will hit.
    • I’m not sure how many things I an do on a turn, can I use spells 2 time and move once every turn? Can I only do spells and then move to avoid attacks?
    • It could be nice to see what area the enemies attack on so I could possibly dodge attacks, not sure if that goes against what you have in mind for the gameplay.
    • there’s no indication on what areas are unlocked
    • I’m assuming its coming later on but animation for the spells would be nice
    • As the game evolves and there’s more animations it would be nice to have gameplay video\gif on the itch page

    I’m excited to keep up with this game!

    • Heffy@lemmy.worldOP
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      1 year ago

      It’s certainly something I would like to do! I’ve tried to keep the combat UI rather big to give myself the option to port to mobile in the future

      But at this stage its not something I’m actively working towards. The plan is to get the game complete and on steam before moving to consoles and mobile :)

  • war@kbin.social
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    1 year ago

    Great little game. A few notes:

    • I’d like to be able to see in advance how much damage my spell will be doing.
    • I think it’s a bit strange that my current location is pulsing on the map screen. I would prefer if my current location were marked some other way, like with a flag, and it was the places I could move to that were pulsing.
    • I’d like some more real-time information about the enemy’s actions, like what they look like they’re planning to do next turn.
    • I’d like my hand held a bit more initially to tell me what actions use action points, and how the turns switch back and forth and such.
    • I’d like to go straight to the codex entry for the things I’m fighting instead of having to flip through the codex to find them.

    I enjoyed playing the demo. Thanks for sharing it.

    • Heffy@lemmy.worldOP
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      1 year ago

      Thank you so much, I’m glad you enjoyed it!

      After playing it myself so much it’s hard to know what is clearly explained and what isn’t, so thank you for all the feedback :D