Game
WizardWizard
10 years ago

WizardWizard News Update!


WizardWizard:

First off the bat I want to just say that I’m loving GameJolt. I’d heard a LOT of good stuff about it and and I’m ashamed not to have to joined sooner.

I bought a fancy new gamepad today. I bought a Xbox360 Afterglow, which I’m decent gamepad for it’s price. It feels very robust and like it can take some abuse, which I’m looking forward to testing! I purchased the Afterglow for it’s clear case and bright blue LEDs… I’m a sucker for clear cases, who doesn’t want to see the rumble packs wizzing around. The purchase of my new controller means there will be gamepad support in WizardWizard for the next update. Gamepad support was something on the top of my to-do list for a while and only having non-compatible PS3 controllers around has been a set back. I won’t be making this mistake again however! I hope to have Mad Sorcery with gamepad support straight off the bat on first release.

Plans for next update:

  • Gamepad Support with rumble pack and light

  • More character animation

  • 1 or 2 more levels (I really hope, if I can squeeze something quality out of my brain)

  • Major bug fixes!

I’ve been working hard on my next game Mad Sorcery, which is a top-down multiplayer arena shooter. I’ve tied Mad Sorcery in with the WizardWizard story arch set many years in the future. It’s cheesy as but I had to do it! More Mad Sorcery news will be released when the demo is finished!

Responces about the most common feedback and questions so far on WizardWizard:

*WizardWizard is pretty unambitious and not particularly revolutionary. **

*WizardWizard is the first game I’ve made and it was started when I was 16. In essence WizardWizard is a game made out of love for the games I used to play in the IT room at school after we raced to finish our work. I love platformer games and I fondly remember games like Give Up, Robot and Meatboy shaping my taste in games as a student.

WizardWizard is a pretty short game, if only it was longer.

Fair enough, it is pretty short. I think it’s even shorter now though people are so used to the hardcore platformer genre. The length of gameplay dramatically changes from person to person it’s crazy. The reason it is so short is because each level was painstakingly tweaked until I deemed them perfect enough. Where WizardWizard differs from many other hardcore platformers is the lack of repetition in levels. My biggest pet peeve playing other hardcore plaftormers was facing the same challenges and the only difference was only having more of them in a row. WizardWizard is short but each of the 28? levels are unique and provide a different challenge each time. I’ve currently stretched all the mechanics in the game to make as many levels as possible to the best of my ability but being creative is hard. So yeah, I could artificially lengthen the game but I could also add to it bit by bit as new ideas come to my head and make it overall shorter but more substantial.

Theres not much of a story line hey?

Well you’re right there. The story decision came from my love of older game titles. I tried to make the story come from NPCs which sort of worked but sort of didn’t. When I was younger I didn’t care to much for story line, I just wanted to get to the game play which is why the NPCs are non-intrusive.

How do you feel that your audience is mainly younger people?

Awesome. I made the game for 14 year old me and my friends of that time. Nothing gave me more joy than seeing people playing WizardWizard at my school in my last years because thats why it was made. It’s a single player game with the social element of being easy to pick up and play and fun to watch.

Who made the engine?

The engine was brutally butchered from Matt Thorson’s Grandma engine. He’s brilliant at what he does and I’m sorry I hacked it up so much to make WizardWizard.

Where do I start making games?

Gamemaker is great, especially if you’re younger. Without Gamemaker I couldn’t make games. Pull apart peoples stuff and see how it works. If you have specific skills or interests try to join a team. Document your development because when people have expectations you’re more likely to work harder and keep developing.

Who does the music?
Kid prodigy _TWC

Why did you choose the music you did?

WizardWizard was made to be fast paced. Slow fantasy music as beautiful as it may be hardly gets me motivated. I wanted to contrast with the music and setting and I think it works, some don’t but I wouldn’t have it any other way.

Can I play your game on YouTube, Twitch or Vine?

Umm yes!

Can I send you my review?

Yes! I try to watch them all and I love watching them! If the review is produced well and looks quality I try to feature it where I can.

Why is it free?

It’s a short game, it was made on a $0 budget. I loved free games as a broke kid and I do just as much now so I wanted this to be free to! It’s only free if you want it to be though you can donate through itch.io next time you download it you want. ;)

Where can I see development?

http://www.indiedb.com/games/wizardwizard

Thanks for reading!

Get updates when they happen, follow me on twitter: @Crateboy



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