This is a real-time combat, spell casting, strategy game all about merging together spells and modifiers to create powerful and unique combinations.

Resources

This game requires you to craft spells in order to manage the three different resources you and your opponent have:

  • Health: Pretty self explanatory, if it reaches 0, you die. While you do not regenerate health over time automatically, there are some spells you can cast to heal.
  • Ink: Casting spells consumes some amount of ink. Each layer you draw has an amount of ink drain associated with it. Your ink slowly recharges over time.
  • Charge: You can only cast a spell once your charge meter is full. Casting a spell consumes all of your charge. Your charge slowly recharges over time.

Your goal in this game is to defeat 3 levels of boss fights before the enemies manage to take your health to 0 first. (Don't worry, your resources will be reset upon defeating a boss.) All of the bosses have access to the same spells as you, but their power increases as you make it through the levels.

Spell Books

Spells are made up of layers drawn on top of each other. Each layer consists of a shape, which is a pattern drawn over the highlighted lines and nodes. There are 3 categories, or "Spell Books" which are made up of different allowed nodes and lines. Each one has a set of shapes that correspond to different layers that can be a part of your spell. The 3 Spell Books are:

  1. Attacks: Focused on dealing damage to the opponent
  2. Defenses: Focused on healing and defending the caster
  3. Hexes: Focused applying status effects on the opponent

To switch between the 3 spell books, click on their corresponding books on the right side. Switching between the books will switch between the 3 different sets of spells and allowed connections.

Layers

The spells you cast are made up of 2 kinds of layers:

  1. Foundations: Can only be drawn on the first layer
  2. Modifiers: Can be drawn on top of the foundation layer. You can draw as many or as few modifiers as you would like, assuming you have enough ink to cast the complete spell.

You can view the different foundations and modifier spell layers by clicking on the "F(?)" for foundations, or "M(?)" for modifiers bookmark buttons at the top right. This opens the help menu for the current spell book's foundations or modifiers. In it, you can click the "Next Spell" or "Previous Spell" buttons to cycle through that books available shapes. Note that when you are in the help menu, the game time will be paused so you can feel free to take your time exploring the books in between crafting your spells. You can leave the help menu and return to drawing your spells by clicking on the open tab again, or by clicking above the middle line into the field area

Casting Spells

In this example spell, we will craft a simple but powerful combo, a Fireball foundation with a Spicy modifier. Both the Fireball and Spicy shapes come from the Attack spell book. See the image below for how to make the fireball foundation, or you can just click the F(?) button to see the shape in game.


In this case, we will add the spicy modifier to the spell. Once again, you can find the shape below, or in game, but this time in the M(?) (modifiers) help book in game.

Finally, click the "Cast Spell" button!

You'll notice that upon casting the spell, You will immediately deal some damage to the enemy slime, but there is a change he will also be burned, and take some additional damage over time. This is because the Fireball foundation layer has a small chance to apply the "Burned" status effect. In addition to that, the Spicy modifier increases the damage dealt by burn status effects. Mixing together different foundations and modifiers can lead to some very powerful combos, especially when you apply buffs to yourself to allow you to more easily chain multiple spells each with multiple modifiers. 

Status Effects

Many foundations and modifiers can apply different status effects to either the caster or the opponent. When a status effect is first applied, you will see it's name briefly flash over the character affected by it. Here is a list and description of each one.

Negative Status Effects

  • STUNNED: Stop charge refilling momentarily
  • SLOWED: Slow down charge refill
  • BURNED: Slowly take damage
  • BLIND: Reduce accuracy
  • WEAKENED: Increases incoming damage
  • DRY: Reduces ink recovery speed
  • FAULTY MAGIC: Reduces potency of cast status effects

Positive Status Effects

  • HASTY: Speed up charge refill rate
  • RESTORATIVE: Slowly heal over time
  • PERCEPTIVE: Increases evasion
  • PROTECTED: Reduce incoming damage
  • WET: Increases ink recovery speed

All Spell Layers

Foundations

Attacks

Deals damage with a chance to apply a status effect to the target

  • FIREBALL: Large chance to burn target
  • ROCK THROW: Small chance to stun
  • SLUDGE ATTACK: Medium chance to slow for a while, but less damage
  • ICE SPEAR: Small chance to slow
  • STAFF BASH: 0 drain, but low damage
  • BODY THROW: 0 drain, high damage, low accuracy, if it misses, caster takes damage instead of target
Defenses

Applies a status effect or otherwise helps support the player

  • HASTEN: Grants caster hasty
  • HEALING POTION: Grants restorative
  • STEEL SKIN: Grants protected
  • CURE: Remove all negative status effects
  • INK STORM: Grants wet
Hexes

More expensive attacks focused on applying stronger status effects in lieu of damage (and more ink)

  • FREEZE: Stuns target for a while
  • FLASH BOMB: Blinds target until they attack
  • IGNITE: Strongly burns target
  • SANDSTORM: Applies a strong DRY effect to target
  • UNSTABLE CURSE: Instantly kills target, but has 50% accuracy, and if it misses, it kills you (The enemy AI will never use this)

Modifiers

Attacks    
  • SPICY: Increases burn damage
  • STICKY: Slow enemy on hit
  • MAGNETIC: Increase accuracy of attacks and hexes
  • TAINTED: Weakens target
  • LUCKY: +5% odds in your favor
Defenses
  • REINFORCED: Grants protection
  • THINNED: Reduces ink drain of spell but also reduces damage and potency slightly
  • ENERGIZED: Grants a flat amount of charge after spell is cast
Hexes
  • SLOPPY: Lowers enemy potency for 1 attack
  • SUPERCHARGED: Slightly increases potency of hex foundations
  • HEAVY_HANDED: Increases enemy ink drain Coming Soon

In the wizard tower, straight up hexing it, and by it, lets just say, my staff

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