The game has a lot of potential, but you'll need deeper combat and systems for anything cool to happen.
as what Merlin said the spells need effects but using spells out of your class should have penalties attributed to them such as the druid has a difficult time casting a necromancers magic.
more classes with buy able armor and weapons to improve the mage would be a nice extra but for now work on a version 2 with better spells and attacks
yeah, i have to agree with mr. ossis. the spells should have effects and there should be something to counter those effects. as a matter of fact some spells (if you want to be professional) should just have disable effects, or draining effects to make the game have more strategic play since mage battles are often just deflecting then counter. and seeing how this game is played, if you are goin to put in the drain/disable effects make sure that the mages have some type of spell that will cancel out that effect instantly.
also, i like the idea that the mage that you pick can also use spells out of its class but those spells should be limited. your mage should start off at a low hp point, otherwise whats the point of adding vital pts. and lower down the amount of time the shield is up. im sayin all of this because this game has a strong potential rate (and i love mages :p). so yeah all recommended suggestions for this game to be great.
This looks like a good.. beginning. Graphics are nice and I love rune-based spellcasting in games.
But there is no difference between spells except damage, and absolutely no use fo shop and shield spell, because, with this diffilculty, it can be completed in several minutes by simply spamming n of your stronger spells, and every enemy would die faster than you would run out of mana even if you're casting not-class-specific spells.
Also, with different spell trees (or should I say "spell lines"?) it's possible to multiclass, but... Why should I do it if all spells do nothing but damage? Only to spend useless skill points, I think.