[Project] Superior Wizards - Action/Adventure Game
Hey everyone. I'm Joel. Superior Wizards is an action/adventure game where you must cast spells using combos like in mortal kombat and then curve the spells around obstacles and make them hit things.
I am looking for feedback, suggestions and just to hear what you think about the game so far.
You can play the game for free in your browser here (There is currently an issue where the audio cuts out. I am working in fixing that.)
It is in Early Access on Steam here
Enjoy!
I am looking for feedback, suggestions and just to hear what you think about the game so far.
You can play the game for free in your browser here (There is currently an issue where the audio cuts out. I am working in fixing that.)
It is in Early Access on Steam here
Enjoy!
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1366 x 768 - 49K
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1366 x 768 - 85K
Thanked by 1SimsGotBeats
Comments
Maybe look into giving MakegameSA Steam Curator a free copy to play...
Asking that players is ah.. how to say it...
Its tough to give reviews when there are a lot of steps to play, especially economic commitments.
To get the best response and feedback from the community (about the actual game) I would make it super accessible to play.
A free limited web browser version being the easiest.
Thank you. I have taken your advice and I've posted a free web browser version here
Do you know how I can contact MakegameSA Steam Curator?
2) I think there are way better stock fonts to use for your Title. Either more "bit" like or more wizardly. Here are a few example that came with Photoshop.. Honestly I would take a 'bit' font into Photoshop and start to add 'FX' to the letters to give them an accompanying 'bit' feel... like the spells being cast in the game... or maybe use the Fire graphic to 'top' the 'i's'.... something to slightly enhance the base font.
I don't want to make it look too pixellated.
The elements should flow together and ideally say something about the game/genre/style/store.. etc etc
I think a 'not bad' example is World of Warcraft's logo but in SW's case I would also look a Gorn's logo.
1. The dialogues can all break quite easily, forcing them to reset if the player moves slightly out of range, or if you do something out of turn a bit earlier, etc. That needs to be more robust or it'll confuse people a lot. Maybe lock people from walking away while a conversation is happening if they don't need to be walking during the conversation. In the very beginning we started the light the fire conversation, he said follow me, we did the whole thing, and then he went up and then said follow me again and restarted the whole sequence again and I had no idea why.
2. It was only towards very late into the game that I discovered you controlled the spell's flight yourself - I think this one needs a clearer explanation, maybe even a direct tutorial bit. I assumed from watching the trailer that the spell homed in on targets, because that's what it looked like.
3. There's little direction in terms of what to do next, there were times I felt completely lost, while most of the time the path just moves forward and you just follow it, sometimes it's not obvious and boom you're lost. For a game that seems to be capable of having multiple active "quests", I think some sort of bookkeeping of destinations would be good.
4. Initially I played the game with mouse because the cursor was there and it worked. And I thought I was supposed to play with the mouse, but in a while I realised I need to use the keyboard. I think remove the mouse capabilities if most of the game cannot be played using the mouse.
5. I really like the knowledge-based progression, you could cast anything from the start if you knew the combination. That's like Toki Tori's song system. I think there should be some kind of reminder that you can go see which spells you know? If there is one I couldn't find it.
Here it is with a sort of pixelated fire effect within the letters:
@Tuism Thanks for all that feedback :) These are all good points of things I wasn't aware of .
* I tried freezing the player's movement during dialog but I found it annoying not being able to move. I agree though, it would be better that way.
* I wanted you to discover on your own that you can control spells. But not everyone will figure it out so there needs to be a tutorial.
* The game started off linear and became open world. The idea is that you are exploring the world looking for spells, so feeling lost might be a part of that. But if feeling lost feels bad, then maybe I can section off parts of the world more so that each area is contained.
* I can disable the mouse. I actually made that functionality for touch screens.
* You can see all the spells you have learnt by pressing 'i' in the game. The old man tells you that right at the end of the tutorial - when it works as it should.
- The press 'i' thing I guess shouldn't be something you have to just memorise and you wouldn't know at all if you missed that single bit of dialogue, something on-screen or in options to remind you of it would be good.
@Moga Haha glad you like it. I am much happier with the logo now, so thanks for the motivation and the tips
@Jay Thanks for playing! If you have any more feedback you want to give, please do
I am planning to add many more quests and spells. More interesting enemies, locations and challenging battles. Maybe some survival mechanics where you have to find a safe place to sleep each night. I'm also thinking about improving the graphics. I'll post new updates here.