Paper Wizards cover
Paper Wizards screenshot
Genre: Indie

Paper Wizards

0.02 Update!

Hello everyone!

thanks for playing my game.
In this update I fixed a bunch of bugs, added better feedback when in combat, status indicator gui and new assets for it, and added a new layer to the crafting system.

The "Unique Effect" feature is added to the spell crafting system, this will allow you to create spells with a unique effect if you combine the right parts together (like the starter spell "Dash") this system should synergize with the rest of the crafting system nicely, for example to create a spell that allows you to fly you need to combine a Kinetic base with an Aim part of "Self" and an Activation part of "Hold", now you have a tactical decision to make -> you could use with that the standard Deployment part of "Once" which will enable you to fly but if you let go of the button you will start to fall rapidly, you could instead combine it with "Ticks" Deployment part, which will allow you some precious frames of 'automatic' flight so in that time you can cast another spell and quickly return to the Fly spell so you never hit the ground - all of this for a significant mana cost of course!

There are a total of 4 unique effects implemented and I have ideas for 7 more right now.

Based on the feedback I received my next goal is to completely revamp the crafting GUI so it will much more intuitive and easy to use, and I will also add the ability to break down the spells you have so you can get the crystals and parts back and try another combination if you like.

Known Issues:

  • Got a report of the treasure room bugging out (maybe even crashing the game) - I couldn't reproduce it myself so after this update if I'm won't get any more reports of this I'm going to assume it's fixed
  • Hold part isn't exhausted after the mana runs out - I'm going to change how the Hold mechanics works in the next update or the one after that so I left as is for this update



Full Change-log:

  • Fixed completion crystal addition
  • Added new graphics and logic to make the collection and tracking of crystal (and level completion in general) more clear
  • Tweaked some requirements for tasks in each level to be harder
  • Fixed available crystals to not go below 0
  • Fixed Hold Sound repeating too much
  • Fixed Spell Customization Window sometimes not responding
  • Implemented new Unique Effect System
  • Added some better graphic representation for them during creation
  • Created new graphics for various places in the GUI
  • Implemented 3 new Unique Effects
  • Reworked the Spell Slots in the GUI to have better animation and clarity as to what active
  • Added Animations and Text to treasure room to make it more clear
  • Fixed ability to collect unique part from treasure room more than once
  • Fixed possibility of a random crash when restarting the same level quickly
  • Player now has iframes from everything but the Bullets (purple balls)
  • Player now can't die in Hub
  • Added New Status GUI to the left corner of the screen to help the player know what spells are active now
  • Tweaked "Closest (Counted)" Part to have more base targets




Game Is Released - What I'm Focusing On

The game is released to early access, and for now I'm going to focus on improving spell crafting. I want to enable players to discover "special" spell combinations that create unique effects - for example, the starter spell "Dash" should be cartable with a base of "Kinetic" and an aim part of "Self".

I have a few ideas for unique spells like that, and I feel like they're core to the game.

Let me know if you find any bugs. 🎮

Version 0.01 is ready!

made all the preparations for the initial release ːsteamhappyː

I can't wait for people to try it and provide feedback!

In the meantime, I'll test it on my client.