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Reviews for "The Wizard of elemental magic"

Not too shabby! I was initially a little worried because it just seemed to be a retread of the previous game with some of the same minor issues in it, but you made some great head-scratching puzzles out of the mechanics in place that had me stumped for awhile, but eventually got solved with some great 'eureka' moments, so your puzzle design looks to be on-point.

will you want some ice in your videogame sir?

The graphics look great, especially the gem pickup-effect. Though the death-animation looks out of place because your body becomes see-through and the blood has anti-aliasing, even though almost no other art in the game has these traits.

The gameplay is a refreshing take on the platformer genre, I especially like the wind spell. However, the puzzles are too easy to get satisfaction out of solving them, you quickly see what needs to be done and you just need to perform it. It is easy to die though because you're hurrying through it (especially the hitboxes could be a bit more forgiving), and the action itself is not very varied or satisfying because you're just jumping over enemies. While the sound effects are okay, I recommend giving them a random pitch-shift to add variety.

I do admire though how quickly you seem to be able to make decent games.

Overall a great game. The mechanics are easy to understand which makes for some nice puzzles. The biggest problem, like in your archer game, is the controls. they are way too slippery and, at least for me, it was problematic to line up each jump, flame or even ice. That gave me a hard time, especially in the last level (but I wasn't really paying 100% of my attention).
The graphics were on point, spikes maybe a little dark though, the music fits well.
Go ahead and fix the controls and your next game (I assume some kind of warrior thingy?) will be a success!
Cheers

The Wizard of elemental magic is a pretty strong effort, overall, and it owes a lot to its graphics and music. Some of the background elements weren't always clear what they were supposed to be (lookin' at you, ceiling spikes,) but for the most part, you'll learn by doing, with only a few button prompts to let you know the controls, which is always the best way to teach novel gameplay.

But If there's one thing every puzzle-platformer needs, it's tight, precise, responsive controls, and this is one area in which The Wizard of elemental magic's is good, but not great.

The enemies never stop moving, which means you need to quickly get into position and then nail your jumps perfectly. Which might be okay if you could stop on a dime, but you kind of slide into and out of your movement speed, which makes the timing just a little bit awkward when a red blob is relentlessly barrelling down the hallway towards you.

The biggest problem, though, is the lack of coyote time. Every platform game should have coyote time in 2019. Hell, every platformer game on the NES *had* it in 1989. If I run off the edge of a platform and press jump and nothing happens, *that's the game's fault* for not implementing coyote time. The original Super Mario Bros had it. Is this game better than Super Mario? I think not!

Add coyote time! If you don't know what that means, Google coyote time! Then add it to your jumps!