Axes & Spikeballs
Apparently I forgot to make a devlog for this one, so here's a quick overview of some of the traps introduced in levels 8 and 9: Dropping spikeballs, swinging axes, and falling axes.
Spikeballs
These are probably my favourite traps now; they're super simple, but add a bit more time pressure to levels rather than just having timings with fireballs. These were the first traps that respond to the player directly. Previously, the only traps that moved were fireballs and lava, and they moved in pre-set patterns that the player could not affect in any way.
Spikeballs are drop traps -- when the player moves under them, or too close to them, they'll fall and kill the player on impact.
They can be fairly simple traps, but my favourite is using multiples to create Indiana Jones-esque rooms, as seen below.
The player flying under a series of spike balls that fall as they move under each.
Axes
Axes come in two forms; swinging and falling. Swinging axes are the most common, and only the head of the axe is solid and will kill the player. It's difficult, but possible to fly over the axe head and bypass the trap if timed right.
Two swinging axes at the start of level 8
Falling axes use the same texture, and are similar to spike balls in that they drop when the player walks in front of them, but are larger, and the handles aren't deadly, although they are solid. Once fallen, the player can move the axe around, so long as they don't touch the blade.
The player triggering a falling axe, before jumping on top of it.
Get Magic Is Hard
Magic Is Hard
You're a wizard! But it turns out casting spells isn't so easy. Magic Is Hard.
Status | In development |
Author | J Weber |
Genre | Platformer |
Tags | Difficult, Fantasy, Flight, Funny, Magic, Singleplayer, Wizards |
More posts
- Crossbows, Boulders, & UI UpdatesJan 19, 2021
- Lights, Lava, & LevelsDec 11, 2020
- DocumentationOct 15, 2020
- User GuideOct 15, 2020
- Game TestingOct 06, 2020
- Menus, Settings, and Time TrialsOct 03, 2020
- Moving Traps & Graphical FixesSep 24, 2020
- Dialog & Level IterationSep 18, 2020
- Levels, Mechanics, and IterationSep 09, 2020
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