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WIZARD GAME

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My personal dream project doused in the oil of my signature quixotism. About an EVIL WIZARD and dealing with the consequences of your past. Top-down twinstick shooter, like Enter the Gungeon or The Binding of Issac, with a focus on quality vs quantity. https://github.com/Medic314/Wizard_Game

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– WIZARD GAME LOG 1 –

Salutations Apprentinces!

This is my first log for my quote unquote “main” project, WIZARD GAME. It’s a project ive been working on for quite some time and that I am rather proud of, however! it could always be better.

WHAT IS THIS AND WHY EXACTLY AM I HERE??

Here is where i regurgitate my usual summary speal of the project so heres that:

WIZARD GAME is a twin-stick shooter heavily inspired by the likes of Enter the Gungeon and the Binding of Issac with a heavy focus on Quality over Quantity. Collect items or Consume them to upgrade your arsenal of tomes and spells. Play as the EVIL WIZARD and fight through the reanimated remains of his past necromatic ventures.

This log will serve as a general brochure of the project, what I want to see from it in the future, and why you should care.

WHAT HAVE YOU DONE?

The current state of the project has, admittedly, been the same for quite some time. Right now, you play as the EVIL WIZARD, exploring a warehouse filled with boxes and other workplace items that have gone rogue after working for him. Equip 2 of the 5 spells to cast through each of your arms seperately, and upgrade these spells drastically through their upgrade trees. Collect items to either get strong global buffs or to Consume and get an upgrade point to bank into a specific item. Equip TOMES to have a large, intertwining skill tree that hones in on a specific playstyle. There are currently…

  • 5 spells, each with 2 paths and 4 total upgrades among them
  • 1 tome, with 3 paths with 9 total upgrades, includes crosspathing!
  • 6 enemy types, each with modular stats and abilities
  • 1 FULL WIZARD!!!

and some other features, sansed for unimportance

WHAT’S NEXT??? SOME KIND OF PROGRESSION???

Absolutely.
My plan for the near future is to get a playable demo to push to itch.io, which would include 1 general area (The Werehouse (like werewolf isn’t that funny? (I stole that joke))) that is NOT procedurally generated, with the only random parts being the items you pick up, and with one “big bad” at the end.
After that, procedurally generated floors is the plan.

BUT MEDIC, THATS BORING! WHAT DO YOU WANT AT THE END?

Alright kinda rude but the general outlined plan for the possible full game is to have ~5 floors, very similar to Enter the Gungeon, all with similar theming to the first. A mix of classic horror literature and dead-end minimum wage jobs. This would include The Inconvinence Store (A.K.A Night of the Living Bread) and The Shadow Over Inn-mouth (A.K.A. Hotel of Horror (and fish)).
I’m striving for a game thats overall, rather short and sweet, but replayability is a forefront. Like any good roguelike!

OH MY GOD, STOP TALKING!

Sure. Fine. Whatever. Not like I care.
To wrap up this ramshackled ad-hoc devlog, I just wanted to say thanks for reading and as a treat, heres a screenshot of the game in it’s current state. I only get one image though, so I gotta make it count!

Much Oblidged,
-Medic

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