Spelldown! is a pick-it-up-n'-play-it style of game, where you're thrown into a colosseum arena. Use the spells you're given every 10 seconds and try to survive for as long as you can!
You move around using the W,A,S,D keys and cast your spells with SPACE.
Pro tip: Some spells like fireball START from above your head, so keep that in mind when trying to aim.
Pro tip 2: You CAN'T move while casting spells, so don't do it if there are enemies nearby. This happens EVEN if your spells are on cooldown, so make sure to keep your cooldowns in mind when trying to cast spells, otherwise, you might just be hindering yourself!
Everything that could go wrong, went wrong. Some parts of the enemy AI were coded 4 minutes before the deadline and definitely I wish I could've thrown more spells in there, but alas, enjoy what is for now, not for what may come.
Kwisarts Level 43
Not sure why you'd ever aim with the mouse to shoot with space. The left click here seems to be the best option since you have your hand on the mouse anyway!
Fachewachewa Level 38
I get that it wasn't really intended, but killing 300 enemies at once with one fireball was pretty fun :D
I didn't understand the storm / storm of shield at all though...
Olliver Level 1
This game, while at first appearance looks similar to other 2-Dimensional shooter games that I can recall, is hardly that. The graphics are simple, yet sophisticated in their own right as they mesh well with the theme established by the opening screen. Once I started, I was faced with a retro-looking title that perfectly set the tone for the game. It, quite obviously, is not attempting to be anything but what it displays to you. The game returns to the essentials of years past and breaks down what a true shooter game should be; enjoyable. The simplistic graphics only amplify the idea that you are playing in a game that generations past would have marveled at, which provides enjoyment in itself. The music aligns with all of the other aspects well, supplying itself to the simplistic style. However, I would only suggest a better explanation on the gameplay scenario itself, perhaps creating an enemy better explained in the game. Overall, the gameplay was wonderful and worth the download.
MirthCastle Level 2
I gave it quite a few goes. I think your concept was pretty cool overall, but the randomized spells kinda turned it into a run in circles fest until you got something useful.
I see the countdown aspect of this, it was obvious right away.
You obviously put some decent work into the spells and particles though so I'll give you that.
Recommendation: Make the spells either earnable, or collectable from the enemies.
Instead of stopping to cast, slow down a bunch.
I would look into possibly making some of the spells a little more obvious to use. I never actually figured out storm.
It would be nice if some spells came out the hands instead of above, it made it hard to aim sometimes.
Thanks for your game!
MidnightOz Level 5 Coder
I can't argue with the first aspect, but I actually did have an idea to combat that. Besides having more spells (being honest, most spells were coded 40 mins before the deadline, time management issues be darned), the idea was to have a favorite slot, essentially letting you lock a spell to be able to be used once whenever you wish.
I'll consider/look into how slowing will play instead of stopping while casting.
I can agree with the confusion about how to use spells, you're not the only one to say that. Perhaps a tutorial in the form of a spell playground/training ground with short descriptions.
And can't really argue with the hard-to-aim aspect besides having it so some spells are a bit more balanced!
All in all, thank you very much for your thorough, comprehensive feedback. It's greatly appreciated! ^.^