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A jam submission

TypeForgeView game page

Create your perfect spell or summon the mightiest weapon to slay enemies with your own hands
Submitted by subscriblr, enot110 — 3 hours, 39 minutes before the deadline
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TypeForge's itch.io page

Game's Take on the Theme
Spin your magic into destruction: forge spells and weapons with various effects

Did your team make the majority of the art and music during the jam?
yes, but music and sounds are all taken

If not, please link to any asset packs or resources used here.
music: https://pixabay.com/users/sweetbeats808s-34953295/

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Comments

Viewing comments 27 to 8 of 27 · Next page · Last page
Submitted

I've never seen magic implemented like this before—pretty creative

Submitted

I really enjoyed the type mechanic to cast spells and had lots of fun combining different elements! The simple animations in the game UI are a great differentiator as well. Good job o/ 

Submitted

Such an awesome idea!! I really enjoyed the game, it was a unique experience in this jam!! While there were some uncomfortable moments, they didn't spoil the overall impression of the game! It's really great, excellent work!

Submitted(+1)

I really like the creativity, typing words to cast spells is a really good idea. My only real complaint is that you can't aim down, so if you're on the top half of the map, you just have to slowly walk behind the boss.

Overall, a really good idea and a really cool game, good job!

Developer (1 edit)

Other people were suggesting to add some homing effect for projectiles, but I don't see how I can make it so you can choose direction freely. Because you want to have both hands on your keyboard, pointing with mouse is not an option.

Thanks for playing!

Submitted(+1)

I like the visuals and overal ambient of the game, the graphics and animations are very detailed, I would suggest to make the graphics a bit bigger but that may be just me. I rate graphics, control, fun, and music on top but all is good, also, if you have some time, please, rate my game too, thanks!!!

Submitted(+1)

One of the games that makes you go "this was made for a jam?". The base idea alone is insane and it's executed pretty well, I really hope this can get a post-jam update.

Developer(+1)

Thanks, the game turned out to be in a pretty good state by the end of the jam. 

Submitted

A good mechanic with potential but I'd like to have the ability to target the bow instead of firing to one direction but it was one of the unique ideas.

Submitted(+1)

Love the mechanic! Combining words into a variety of attacks is such a cool idea. It might be nice if orbs had some small amount of tracking--it got very frustrating to try to hit bosses with them while moving. And once you have a really good weapon built up, there isn't much incentive to do any more typing. If you want to go all-in on the typing mechanic, spamming weapons shouldn't be a viable mechanic...or at least should be limited somehow.

Didn't rate very high on use of theme, but five stars on fun! Great job!

Submitted

its peam

Submitted(+1)

"Typing action games" and similar stuff are a rare sight nowadays, especially in the game jam, so +1 for choosing this genre :D

The artstyle is nice, reminds me of Vampire Survivors, I like how the game mixes the "arena roguelite" genre with the typing system. The end result is a unique and fun take on the genre, so kudos!

Submitted(+1)

Quite an interesting game you have here. I really like the esthetics and the idea of having all kinds of combos through the typing system.

It is a really nice idea to slow down time while you type, that helps quite a bit but as I’m no the fastest type there is, I still had some troubles fighting the Boss as the attacks and I’m trying to type something like “orb fire” or something I have to make sure I’m in a line with the boss and type fast enough so the ball will actually hit. So I’m a little torn here about that kind of attack system as it removes the snappiness and action from the fight.

What If the already typed combos could be added to some kind of hot bar and where the hot bar could have some limited space for those combos (like 2-3) so you could not just type out every comb there is and be done with it… and then you could just use these combos from the hot bar via a key stroke. If you would like to replace a combo, you type the new combo and press the hot bar action key to assign it to that slot. That could be in theory give the game a little more fluid combat and some more action :)

Oh and I think while the music in itself is quite nice, chill and relaxing, it does not fit the game at all. I think it adds to the rather slow combat, or is that intend?

But nevertheless it’s a quite nice and charming game! Job well done!

Developer(+1)

Thanks for the detailed comment, I could agree that if the spell typing is separated from the casting point it would improve things quite a bit. After thinking about it I would at least change it so after you pressed enter, spell does not go out immediately, but waits for one more key press.

As for the point regarding the music it looks like you've only played tutorial, because chill music is only for the menu+tutorial, but during the main part of the game the music is changing.

Submitted

That’s strange, I did play the “real” part of the game and the music still was quite chill. Maybe I got some condition that it just continued playing the tutorial music.

Submitted

bow manifold spin makes cool things

Submitted(+1)

Very Magicka with the combining spells!  Maybe after you type it you can get it queued up and cast it with a different button instead of having it cast right away?  ( or just scrap having to type your spells XD )

Submitted(+1)

Loved it, definitely one of the most unique game jams I've seen. Nothing comes close to the power I felt when I created the ultimate weapon, the fire circle manifold spin leech bow. Fits the theme kind of loosely though. But you can definitely do a lot with this concept. (+points for a good tutorial)

Submitted

Absolutely unique gameplay! I really liked the idea and wished I could combine all the words (I admit I'd hoped to be able to create a wall of bows that shoots arrows of fire xD).

Bravo !

Developer

Haha, we did limit the options by using only one "main" word, otherwise it'd be too crazy and lot harder to design and implement all mechanics, which was already a very heavy part in this project.

Submitted(+1)

Very cool concept! And overall impressive work! You even managed to make such quality of life features as difficulty levels. And a full tutorial. The game seems a little unbalanced when you find one tactic that works and start spamming it, but this is not surprising with such a number of combinations. The theme of rotation through twisting balls and arrows is conveyed well. The design and art are also top notch.

Developer (1 edit)

Thanks for such a nice comment. 

I tried to balance all spells and weapons to be of equal power and quite happy about how it turned out, but I can see that once you discovered a single good strategy it might seem too powerful until you find another good one.  I'm curious what was your strategy.

Submitted(+1)

like the freedom given to come up with strategies!
First played on normal and literally blazed through all with "fire wall". Next time went with "lightning bow manifold" and till had some fun. tried other spell and combinations of words ov course.
I think when I lost I had to start from boss 1 again. That would be really annoying loosing at boss 5+ and do all again. Could let me hav an option to restart last fight or start from beginning in case I decide my picks ar just bad.

Developer

Thanks for playing!

If you just want to try any boss on any difficulty there is a boss practice mode for this. 

I think giving the opportunity to start from the same spot if you die kinda kills the rogue-like element in this case, because you would just brute force all bosses with whatever strategy you came up first without trying out other stuff. 

As for ability to restart, nothing stops you from quitting on the first boss (right after picking upgrades) by pressing P or Esc. 

Submitted(+1)

Nice game and really nice art specially, I like the mechanich but I think that its too easy, at least in Normal difficulty I could facetank every boss spamming fire sword to won.

Developer(+1)

Thanks for your comment. 

The idea for three difficulties was that on Normal you can win while still learning basics, on Hard you have to find any decent strategy, on Uber you must have a solid plan and play more or less optimally, combining weapons and spells.

Submitted

I will try the other difficulties then =)

Submitted(+1)

Nice game i love this art style

Viewing comments 27 to 8 of 27 · Next page · Last page