A downloadable game for Windows

Download NowName your own price

A top-down shooter for 7days7games challenge where I make 7 games within 7 days.

╔═════════════════════════════════════════════╗

Learn the ways of the fire and scorch hoards of enemies in this super simple top-down shooter.

╚═════════════════════════════════════════════╝

╭─━━━━━━━━━━━━─╮

Controls:

WASD = Movement

Left Mouse Click = Fire/Select

╰─━━━━━━━━━━━━─╯

P.S. I made this in a rush, so it might be a bit unpolished and may contain some bugs.

StatusPrototype
PlatformsWindows
Rating
Rated 3.0 out of 5 stars
(1 total ratings)
AuthorsWysteria Games, Necrowl
GenreAction
Tags2D, fire, Magic, Top down shooter

Download

Download NowName your own price

Click download now to get access to the following files:

pyromancer.zip 2 MB

Comments

Log in with itch.io to leave a comment.

(+1)

That was a nice, simple game - just like it said on the tin. :)

Having even those short animation loops on enemies helped the looks quite a bit. And the enemies having pattern other than “blindly homing in on the player” added to both survivability and challenge.

I only encountered one bug: I managed to walk through the western fence and couldn’t get back into the arena, even when I walked to the entry area.

If you ever want to make a remake of this challenge version or ever make something similar I have a few small suggestions that would hopefully be quick to implement. Most of these you most likely already thought about, but couldn’t enact because of the time constraints, but some may make it into your work in a future challenge:

  • Labels on the bars would be nice. ;) Maybe a help section on the main menu, where the user is shown one regular action screen with written labels and pointers: “Tree (solid obstacle)”, “Bat (likes the taste of your blood)”, “Golem (likes how your organs feel under their feet)”, …
  • Documentation in the main game would have been nice: Just a brief explanation what the different updates do in detail (“+X% movement speed”, “+X% Mana refill per tic”, “adds an explosion to each fireball impact for X damage with an Y pixel radius”, “ fireball impacts leave behind X ambers deal 0.Y damage and stay for 1 touch or Z seconds”, etc.) so players can make more informed decisions. (I think the damage on those is not based on fireball damage, which would also be more clear this way.)
  • Having a Mana Recovery of 1 from the start would avoid players painting themselves into a corner on their first run. I’m assuming that it starts at 0. That skill was always my first choice because it seemed like there was no natural mana regeneration, making my first choice a meaningless one, since it would be that upgrade or fruitless kiting until the end of time.
  • When the player can one-shot the strongest type of enemy, the fireball damage shouldn’t show anymore. (Just a little quality of life thing.) If you need to keep those for balance reasons you could just change the label to something else. Like “beauty (has no effect on the monsters)”.
  • Having the current level at the Game Over screen would add motivation and orientation to the game - at least for some players.
  • At high speeds, the camera had problems to keep up. I never outran it, but it might become an issue with a bigger arena.
  • The sounds from the ambers became a bit… much after a certain degree of monster density and amber upgrades.
  • A story always adds to a game - even if it’s a joke. (“Bad #### happened. Go kill monsters!”, “These monster kidnapped your pet tortoise Mr. Grumblesnout. You will not rest until you get him back!”, “These are the darkest of times for you… There are monsters in the backyard and your parents said you’ll get no dessert until you’ve slaughtered every last one of them. Times are tough for this nine year old…”, etc.)
(+1)

oh wow thanks a lot for the suggestion, Ill be going around my games to polish them up once I'm done with my challenge, specially since I feel burnt out atm. also it seems like you've encountered some bugs with the mana regen and fence, I'll look into it.

(+1)

I can imagine you feeling down after taking on such a challenge - you crazy person you. ;)

The main issue is the fence, since there’s nothing a player can do about it. I played a little more since my first post and managed to lock myself out of the arena through the gate area.

At the current state of development the mana regen is workable - it just could be designed differently to smoothen the experience. Something that you have probably thought about as well is the way mana is regenerated: From what I can tell the character receives [mana upgrades] mana every set number of seconds. My personal expectation would have been that it works the other way around. Having the regeneration tics so far apart from each other adds to the challenge, which in turn gives more satisfaction when progressing. But as it is currently that still leaves a phase where you shuffle around awkwardly and wait for the mana to do something - there’s a hard cap of “1 mana bar”, which means these situations never really go away. If you want to keep the way the tic currently works, an alternative solution would be having sort of an “amber shot” that doesn’t really do much damage (maybe 0.2 of the starter fireball damage) but gives the player something to do while they wait. You could also add a Woosh! sound when the mana gets refilled, so the player doesn’t waste their fireball when they were spam-ambering away.

(+1)

oh you mean a weak attack when your mana is empty. sounds like a great idea definitely better than shuffling around.