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Three young wizards are forced to work together if they wish to gain the wisdom of Handalf. Little did they know what the old wizard had up his sleeve!
In my free time, I spent about a month and a half with Stencyl to make this game. It's my first published project. All gameplay, visuals and sound were created by me.
The controls are posted in game. In a future release I may give the option to switch controls.
Decent concept, graphics, and music. Nothing too stellar though. I'd like to see a little more movement from things like platforms, projectiles to dodge, and maybe walls. A better ending would be nice too
Very, very cool gameplay idea! I like how you adapted Jan Ken Po to a platformer in such a lovely way.
First, I'd like to say that the graphics you made and the nice elctronic beat both look and sound awesome, making for a sweet presentation.
The gameplay is a puzzle platformer that consists in changing the character's shape to change the way he interacts with different blocks. That by itself doesn't sound very novel, but the cool, unique thing about this game is how it appeals nicely to intuition, where each Jan Ken Po shape the wizard can change into interacts with other things in expected ways (that is, it destroys the blocks that it would win against, it's destroyed by the blocks it would lose against, and it is barred by a block that's the same as itself). The controls work fine, too.
The stages are mostly nice, but some of them have obstacles that you won't be able to see until they kill you, such as the stage where you're falling through a tower, and you have to shape shift in midair without seeing what's coming below you. Punishing the player for things he can't control is not cool, and having to memorize what happens in a stage is even less. I think the stages would be better if they involved more thought and less memory.
Pretty fun gameplay, would like to see more levels of these, though :)
I like it but you need to alot some time for trap transitions. Dont get me wrong its a great original idea. but the falling trap puzzle for example. the character is already to the next part when you change. I would like to see slightly bigger windows. Other than that 5 stars for creativity
I appreciate the 5 stars- I was going for something creative, so I'm glad you noticed :). You are touching on something that a lot of people mentioned- The fall times and transitions are too short. I'll definitely fix it up for the next version.
I have a few points you might find helpful.
-First of all, as someone mentioned before me, the falling+fixed camera can make it hard to figure out what is below the screen
-Dying doesn't stop the clock, so you get stressed out and try harder the next time but end up doing worse, kind of like in classic Mario(this can be arguably good or bad)
-There doesn't seem to be any checkpoints in any levels so the more challenging levels(falling ones especially) is little stressing after a few accidental deaths. Not everyone is a pro at platformer games
-To fix the dead wizard bug you can simply make the player invisible on death and disable movement or lock the camera in place. Sure, this is kind of a hack fix but it's simple and doesn't hurt anything else.
-Perhaps add abilities to make each transmogrification unique(because as they are they just look different. The different platform touching is not unique since they each do the same thing to a separate block type). For example, you could give paper the ability(passive or active with a limited time) to fall at a lower rate, like how most paper reacts in normal gravity.
Otherwise an original platformer that doesn't suck. I didn't find it all that fun either, but when it comes to platformer games it's very difficult to please people.
Thanks for the input.
The short fall times are definitely a detriment, it's something I should've polished a bit better. I tried to design it so that all except 1 or 2 times later in the game, you can see what's below you if you stand on the spikes in the correct form.
As for the clock- I definitely wanted to do a bit better on that, but I ran out of time to polish it. After testing the game so much, I am able to quickly dominate the levels, but I should've thought about adding extra checkpoints.
Your idea about making the forms unique: I had that in mind from the start. I decided that I didn't have enough time to implement it though. The way I designed the switching behavior would've made it extra hard. I wanted to make it so the paper wizard could float, the scissors wizard could stick to walls, and the rock wizard could depress switches! Would be neat. Maybe in version 2.0.
Sorry you didn't find it that fun, but I do appreciate the comments- this is what makes me better!
What’s inside this box? A lot of puzzles! Can you solve all 30?
Use the mouse to navigate menus and to queue and cancel robot actions.
Made for the Adventure Jam 2016!
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