Version 1.2 (July 24th, 2020)

  Additions:

  Xbox controller support, but I'm not entirely sure it'll work for mac.Minor adjustments to some levels. Bug fixes:

  The UI is no longer scaled by the screen resolution (this could prevent it from being seen.)Jumping through a platform doesn't count as landing on the ground. Version 1.1 (July 22nd, 2020)

  Additions:

  Added a timer that appears after completing the last level. Added SFX for attack swinging, attack connecting, projectile shooting, and launchable objects bouncing. Added more VFX for player moving, jumping, landing, and attack connected, and launchable object bouncing. Swinging animation for melee attacks. Brief hitpause when landing a melee attack on a launchable object. Added coyote time. There is a brief amount of time where the player can walk off a ledge and jump and still count as a grounded jump. Bug fixes:

  Standing on a crystal ball now counts as standing on the ground. Shooting a magic bullet under a platform no longer counts as a collision. Coming soon...

  Music?More SFX and VFX? Summary

  A young wizard wanders into a dungeon deep underground. Upon entering the dungeon, she discovers that her magic is now far more sensitive and uncontrollable. Explore the dungeon by launching the crystal balls to their pedestals.

  Programming, artwork, and sound design by Luke Martinez. For Lauren Barnett.

  Controls

  WASD to move, you can use space to jump and double jump. Aim with the mouse, attack with left click, and shoot with right click. Using a mouse is heavily advised.

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