Post GMTK web release


I made a lot of changes on my post-gmtk game jam work up:

  • Simplified the casting of spells. No more Actions / Targets, but just spells now. There are a ton of new spells, relatively. You unlock 1 per Victory
  • Made Attack use Physical Attacks: Physical attacks use no mana but do use 1 AP. They are generally weaker moves that can be used when you have no mana. They can't be used while frozen
  • Added Items / Potions: Potions are gained randomly from enemies and do something great for the player. +Health, +Mana, +AP, and other buffs. These don't use AP or Mana, just expend after one use. 
  • You gain gold, tho there is currently no use for it
  • Still very much a work in progress. I already noticed some issues with menus, but I wanted to get this follow up out there anyway
  • Oh yeah, it's webGL now. Really really really wish I got that done for the jam, but oh well. Lesson Learned

Those are all the changes. 

Now I want to talk about the game's systems and how they work together, and what their intentions are:
We have 3 tracks of Actions here: Physical Attacks, Spells, and Potions

  • Physical Attacks 
    •  No Mana, 1 AP attacks
    • Can't use if Frozen
    • Very limited variety in the game (Only 3 so far for the player)
    • Simple, low damage, no extra effects
  • Spells
    • Costs Mana and 1 AP
    • Attacks, buffs, debuffs...everything
    • Can be combined into elaborate and highly damaging attacks
    • Can't use if Silenced
  • Potions
    • Use neither Mana or AP, just their own stock
    • Earned randomly by defeating enemies
    • Currently only player buffs and helpers (+Mana, +Health, Increased Damage)
    • Can't be used if Frozen, can be used to Break Silence

So I'm obviously not going for a rock, paper, scissors here. These 3 tracks of combat are not equal. Nothing is better than spells and I feel that right now, Physical attacks are a distinct "last ditch effort". Potions are in the middle so far. But with random granting spells and shop (not implemented yet) allowing for customization, I'm hoping the player will fall into 1 of 3 subclasses that are based on each of these tracks:
Battle Mage (Physical Attacks)

Spell Caster (Spells)

Alchemist (Potions)

There will eventually be a shop every X amount of encounters. In this shop, players will be able to buy more potions, spells, and possibly the kits for these subclasses. 

Battle Mage Kit: +2AP, Increased resilience vs Freeze, 2 additional Physical Attacks, ability to combine physical attacks into Combos

Spell Caster: Opens up the 4th and 5th Spell combo slot, 10 additional advanced spells become available

Alchemist: Bonus to chance of gaining potions, discount to all potions, ability to combine potions

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