NEW Spellslinging Action Roguelite!! | Let's Try An Amazing Wizard

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  • Опубліковано 26 вер 2024
  • Play the Demo / Wishlist An Amazing Wizard: store.steampow...
    An Amazing Wizard is a 2D fast-paced, metroidvania inspired roguelite. You'll explore procedurally generated magical worlds with over 200 Artifacts, more than 100 Spells and dozens of Magic Weapons to unlock and use. After every death you'll respawn in a different world.
    Subscribe for more‼ → bit.ly/Subscrib...
    Join my Discord‼ → / discord
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    Support the channel on Patreon to gain a bunch of different rewards:
    / retromation
    ➡ Thank you to my supporters on / retromation
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    #AnAmazingWizard

КОМЕНТАРІ • 23

  • @anamazingwizardgame
    @anamazingwizardgame Рік тому +48

    Hi! I'm really thankful to you for playing, showing the game and giving great feedback! It was really fun to watch it ^^
    I'm aware that these traps are way too hard to differentiate from the background elements currently and that the ice level has the worst visual clarity so far. Currently I'm adding outlines to these elements as an extra setting (and it will be on by default). I will also reduce the amount of traps spawning in the world because it's slowing the gameplay too much even though you can use these traps against enemies.
    I'm also changing these traps so they will appear only on higher levels and on higher difficulty levels (their amount will still be reduced) because they are too frustrating to deal with for new players and I've got a lot of feedback regarding that. They can be used against enemies by more experienced players, but newcommers may rage quit because of them being a thing so early.
    I'll be also adding outlines to all enemies as another extra setting. I'm getting a lot of feedback and I'm slowly adding all of these QOL features to the game. Increasing the hitbox of smaller slimes is one of these QOL features too.
    About the grindy part - the upgrades prices will change over time as we add more and more enemies and levels and there will be more items available from the start too. For example the dragon boss will be replaced later with a way weaker boss(without the contact damage too) because I expect players to reach higher levels quicker to gain more crystals and elemental orbs for the upgrades. Also the normal enemies are a little bit too strong in the first level right now compared to how they are supposed to in the final version.

    • @lane8728
      @lane8728 Рік тому +3

      This game looks incredible! Keep up the good work!

    • @ryuin467
      @ryuin467 Рік тому +3

      really enjoy seeing the game dev and creator commenting on the video in response to things noted upon and letting everyone know that you are working on the issues mentioned by players. personally, it makes me more interested in the game and seeing where it goes

    • @anamazingwizardgame
      @anamazingwizardgame Рік тому +4

      @@ryuin467 Thank you! We are making the game for you, the players and not for ourselves and that's why we have to consider all the feedback we get even though the game is being made by me and my pixel artist only(small 2 person team). I love that people are not afraid to give the negative feedback so we know what exactly should be changed/added and what is too annoying to deal with (like for example traps which are now spawning only on higher difficulty levels).

    • @anamazingwizardgame
      @anamazingwizardgame Рік тому +3

      @@ryuin467 Thank you! We are making the game for you, the players and not for ourselves and that's why we have to consider all the feedback we get even though the game is being made by me and my pixel artist only(small 2 person team). I love that people are not afraid to give the negative feedback so we know what exactly should be changed/added and what is too annoying to deal with (like for example traps which are now spawning only on higher difficulty levels).

  • @ChargeQM
    @ChargeQM Рік тому +13

    I think youre right about the detail being too much. Its hard to see the enemies against the background, theres so much visual noise that I'm not able to follow whats going on sometimes.
    The dev should really consider an art style overhaul if at all possible. I like the concept, but its gonna be miserable when theres a couple enemies all shooting projectiles all around.
    I love the backgrounds, and I think they're great, but the ice level at least has a purple horizon that makes the purple main character get lost unless youre looking right at them. Character outlines or minor corrections to the player sprite could help this issue.
    Lastly: Chests and stage objects might need some way to identify what they do. Chests popping out enemies might make some sense if the chest is all bloody and spiky, but it'd be nice to have warning. The icy slimes look more like enemies than a helpful bounce pad to travel upwards. In modern platformers and action roguelites, players need to understand situations at a glance because they're constantly being pulled in several directions at once mentally. Adding more distractions and unnecessary surprises makes playing frustrating, because taking damage or losing opportunities feels less like your fault and more like the game being overly cruel.

    • @anamazingwizardgame
      @anamazingwizardgame Рік тому +2

      Yeah, we are getting a lot of negative feedback regarding these traps so they will definitely be changed (their amount will be lowered because they slow down the tempo of the game too much, they will have some outline and they will be present only on higher levels / higher difficulty levels).
      I will be adding names to the objects you approach like "Open Cursed Chest", "Open Golden Chest", etc. We are aware of the ice biome visual clarity issues.
      Thanks a lot for the feedback!

  • @CmdrCorn
    @CmdrCorn Рік тому +7

    It would be cool if some of the duplicate weapons could be 'added' to your original to make it slightly more powerful. It would feel more like you could specialize too, and if something interesting came along you'd be forced to choose to start over.

    • @anamazingwizardgame
      @anamazingwizardgame Рік тому

      Later on I will add some stats randomization to every item and their stats will increase on higher levels too so it will be worth changing one weapon to another.

  • @scottytooshotty1
    @scottytooshotty1 Рік тому +6

    This looks promising. I love the pixelated look. Will be downloading the demo at the first opportunity

  • @CmdrCorn
    @CmdrCorn Рік тому +3

    Also I like the overall premise and mechanics. It feels almost like they started with a classic turn-based roguelike with an actiony twist the way the little isolated encounters and cooldowns seem to be, but then they went in a little bit of a different direction with the metaprogress...
    I think if they made the tools feel like they could be incrementally improved IN the run, they would be back to where I'm thinking... Looks promising though

  • @brandonsattizahn4443
    @brandonsattizahn4443 Рік тому +6

    I'm pretty sure that about 95% of the damage you took was a direct result of the background elements rather than just getting hit by enemies. The freezing ones were especially frustrating because you'd take damage from being frozen and then take damage from the enemies attacking you, but if the enemies were hit by the same thing, they just took damage.
    This currently looks like a game that I'd buy for the art style and then rage quit after an hour and try to get a refund.

    • @anamazingwizardgame
      @anamazingwizardgame Рік тому

      Yeah, we are aware of it and we will be reducing the amount of these traps spawning + they will spawn only on higher levels (or only on higher difficulty levels)

  • @MerculiarchSyn
    @MerculiarchSyn Рік тому +2

    Saw @Beelz playing this. VERY interesting title. Would love to see a series!

  • @speedincooper
    @speedincooper Рік тому

    Cool! Looks like a cross between Children of Morta and Dead Cells.

  • @oldsoul1758
    @oldsoul1758 Рік тому +2

    Reminds me of Source of Madness....cool stuff.

  • @nileprimewastaken
    @nileprimewastaken Рік тому +1

    the pacing is way too fast and it seems pretty unbalanced early game, but other than that, looks pretty cool

  • @jayrocs
    @jayrocs Рік тому +1

    Dead Cells had a fairly hefty grind as well and I'm dying for a new Dead Cells clone. Pretty sure oblivion override will be better than this but I'll most likely buy both.

  • @stanislavkonstantinov8477
    @stanislavkonstantinov8477 Рік тому +1

    Hmm...Its interesting why your crystal guardian got more talents to lvl up instead of our in demo version? Is your game maybe updated or some kind of newer version ?

    • @anamazingwizardgame
      @anamazingwizardgame Рік тому +1

      He got the key for the current Alpha state which contains a lot more content than the public demo, but we are contantly adding some updates to the both versions.

  • @krisdabo-yh8bq
    @krisdabo-yh8bq Рік тому +1

    Weary good

  • @stephencnunez
    @stephencnunez Рік тому +1

    Between the speed/floatiness, the low contrast between the background and the npcs, the coloring, and the animations I find it extremely difficult to follow what is even happening

  • @Wolfenacht
    @Wolfenacht Рік тому

    Hey man, I know you love brotato, but if you get a chance look up a game called Bio Prototype, it's so freaking good.