Sapirica
A downloadable game for Windows and macOS
Have you ever wanted to put yourself in a wizard's shoes?
Sapirica is a deliberate, typing-based spellcasting game aimed to put yourself into a wizard's shoes. Juggle incanting spells, aiming, and staying alive. You start with a grimoire with notes and many spells, but you don't actually know what any of them mean. Figure them out through trial and error and survive the dungeon and reach the next level to complete your quest!
Experience having to remember spells while on the road and being bombarded by monsters. Remember your squishines and take care to prepare spells and hide!!
Type prompts to cast spells, no one is telling you what to do, nor what spells to use. All the spells you can use are in your grimoire. Oh, there is no mana by the way, so you can use as much as you like (the mana bar is a part of... prototype things...)
Interact with magic around the world. Remove other people's magic and spells through counterspelling: focus on an item with your cursor and type the prompt that appears.
Some walls are more complex than others, and the key must be found in a magical object hidden around the dungeon.
Creator, Programmer: Klepton
Programmer, UI, Spellcasting System: Parkah
Art: Itch Assets by pimen, Seth and original assets
* This game is a prototype, and currently has two levels that loop into each other. This prototype includes: - casting system - use the input bar on the bottom of the screen to type incantations. - spells list with incantations - rudimentary enemies -rudimentary health ** Current limitations are: - Extremely rudimentary enemies, health, level design - No mana system (deliberating) - No ending - two levels only |
To all players playing this prototype, thank you for showing interest in Sapirica. I made this game with the intention of playing around with common videogame mechanics and changing them a little bit. I also based the inputs and development over some less than common inspirations, some of them non-game related at all. My biggest inspiration for this is Dungeon Meshi, specifically Marcille, and a bit of Frieren (just a smidge). I'll talk more about my inspirations in a devpost in the future. If you do end up reading this far, please give my game a try. I am currently looking for feedback for how it feels. I wanted to create an experience more similar to what I think magic would be like, and how it would feel to cast it and be a caster. Ideally, your 'casting' gets faster the more you play, if you would like to continue playing, and levelling up casting would translate to increasing your actual typing skill. One in-game idea I have not implemented yet, but had been requested for a few times, is a shortcut for weaker but faster to cast spells such as the current magic missile or "mm." I am yet to figure this out, if I can't, I'll ask Parkah for help again. If that's a feature you think may be helpful, or if you have any other suggestions for inputs and casting, do let me know. The whole inputting things to interact with the world is my experiment, and I would love to know (and do need to know, for the sake of betterring this game) your comments, suggestions, your perceptions on what feels right or feels wrong. Feel free to comment it here, or reach out to me, Klepton, through discord(p0lished_0967) or bluesky(wanten-110) |
Status | Prototype |
Platforms | Windows, macOS |
Author | WANTEN |
Genre | Role Playing |
Made with | Aseprite, Godot |
Tags | Experimental, Fantasy, Godot, Magic, slow-paced, Typing, Wizards |
Average session | About a half-hour |
Languages | English |
Inputs | Keyboard, Mouse |
Install instructions
1) Unzip the ZIP file
2) Open the .exe or .dmg file inside the folder
Comments
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I have to say, this is amazing! :)
Clearly it's in very early stages of prototyping and will need a lot of work, but the core mechanics seem very interesting and original.
Some suggestions if you don't mind:
In any case, I wish you a lot of luck and hope you continue working on it. :)
Thank you for trying it out! I'm glad the mechanics were interesting. Apologies for the multiple edits on this post, I am unsure how to reply.
Your suggestions are really good and I definitely do not mind. This is the first time I've heard suggestion number 3 and a left-hand keystroke as an alternate to [enter] it sounds really useful. I will try to implement as I work on it. I will be noting down 1 and 2 soon given my progress aligns with it and I should be able to test these if not this week then next week.
I do not think it is wise for me to make any hard and fast promises. There's the everpressing possibility that I get sidetracked or get slowed/stopped with my progress given I'm learning to program as I go.
Despite that, hank you for your kind sentiments :) I much appreciate it. I also admire your work and how organize your development seem to be on xD
Of course, no pressure and no expectations. These are just some external thoughts, it's up to you to make the game you want to make, however you want to make it. :)
I too get side-tracked easily, that's why I'm forcing myself to do weekly updates, so I don't stop thinking about what to do next. :D