Lexi
A downloadable game for Windows and macOS
Description:
Lexi has just graduated from Witch College, graduating at the bottom of her class. Lexi has just been hired, and her first job is to summon Cthulhu. Like usual, Lexi mistakenly cast the wrong spell and ended up in a spaceship. Lexi must now work some magic to get back home, or it will end tragically.
GAMEPLAY:
-to move, use the mouse to click where you want to move
-to change camera angles, use WASD or the arrow keys
-to bring up The Grimoire (spellbook) press E
-use the spells to solve puzzles and to pass obstacles
-use "Hocus Pocus" as a general purpose spell when "Abracadabra" spell does not work
-use "Abracadabra" as a general purpose spell when "Hocus Pocus" spell does not work
-use "Open Sesame" spell to open doors
-use "Transform" spell to turn into a cat (used to get into small spaces)
-use "Find Goal" to get a hint for your next move
-use mouse right click after casting a spell to cast with higher accuracy
-use mouse right click on an object to inspect
- on level 4, to move Lexi use U to go up, K to go right, N to go down, H to go left, use B to go down to the left, Use I to go up to the right, and M to go down to the right.
Bugs:
-Some walls you can walk through
-a staircase on the 3rd level aways you to free walk in space stand on top of it and click to go down teh stairs.
-Back button the Grimoire screen of the main menu does not work on build.
-Item that have lost their id numbres will come up as IDK.
-Some Items are miss labled and could come up as something else.
Credits:
Bryan Carillo - Assests and animation
Gage Gonzales - Trailer, Bug hunter, Play testers
Si (Simone) Hyun Jung - Level 2 Designer
Ruby Ta - Theme design, Level 1/3 Designer
Zane Kominek - Level 4 Designer
Nicholas Bacon -Team leader and Programer
Comments
Log in with itch.io to leave a comment.
Are there any specific puzzles/mechanics you would like to see?
Combination spells sound
Does these room look like a spaceship room?
It does look like a space room. So yes!
Does the walking seem intuitive?
Yes.
Does the spell usage seem intuitive?
Yes.
Does the information in the text box help?
Yes, but it did feel kind of big.
How does camera movement feel?
It feels a little bit slow for me.
What do you think about the levels size/decor/ect.
I think it looks good. The environment is great
-Alejandro
Are there any specific puzzles/mechanics you would like to see?
Does these room look like a spaceship room?
Yes.
Does the walking seem intuitive?
It is until you get close to a wall, which will cause the player to stop moving much. However, this may be affected by the fact that I was always able to get my camera stuck. I was able to move it for a time, but if I moved it too far to one side, it would get stuck and wouldn't budge afterward.
Does the spell usage seem intuitive?
For what you were going for, yes. However, it would be easier to just bind spells to a key to use them rather than going into the grimoire inventory and casting your spell. This is especially true because of how much you already have to click to move the character in the first place.
Does the information in the text box help?
Not really, honestly. I couldn't figure out how it worked as well, which made it seem like it just took up screen space.
How does camera movement feel?
It was well done except for the fact it kept getting stuck. I don't really have too much else to say other than that. Once the movement is fixed, life will be good.
What do you think about the levels size/decor/ect.
It was pretty good for what it seemed you guys wanted to do.
Another comment I wanted to make was that I loved the fact you guys have a start screen, but those buttons are too small. They need to be scaled up quite a bit as they are too hard to read at this point.
Eric
-Are there any specific puzzles/mechanics you would like to see?
Surprise me :). But at the very least, have progression so that the puzzles aren't just impossibly frustrating.
-Does these room look like a spaceship room?
Yes!
-Does the walking seem intuitive?
Yes.
-Does the spell usage seem intuitive?
Yes! (Great job with the "training" at the beginning!)
-Does the information in the text box help?
Yes!
-how does camera movement feel?
Seems to work alright
-what do you think about the levels size/decor/ect.
Level size/decor seems fine. Some additional lighting work would be a nice touch.
Great start! Keep goin!
Are there any specific puzzles/mechanics you would like to see?
I would like to see something where you use one of the broomsticks found on the station
-Does these room look like a spaceship room?
Yes, the new rooms especially look much more detailed and convincing as a spaceship
-Does the walking seem intuitive?
it is, but I would ask for some kind of marker to let you know what the current move target is
-Does the spell usage seem intuitive?
it is for the most part, but i wish there was a little more feedback than just a quick message in the text box
-Does the information in the text box help?
yes, but I don't think the find goal works in the other levels, or maybe it's just not implemented yet.
-how does camera movement feel?
I like the speed of the horizontal movement, but the vertical movement feels too slow to me. Also, if you turn horizontally too far, you get stuck, and also the rotation to the right does not work.
-what do you think about the levels size/decor/ect.
I think that they were of a pretty good size. I really like the environment that you guys have crafted, it really feels like a lived in space station
The progression here is really good. I really felt like I was in a spaceship. The spells felt a lot more fluid this time. I did run into a bug after going far right with my camera it was locked at a specific angle and could not move it anymore, but besides that most of my comments from the prior test still hold for the things id like to see.
-Jarek
Are there any specific puzzles/mechanics you would like to see?
I would like to see more puzzles that use a combination of the spells. You have a nice selection of spells and you should make sure to use them.
-Does these room look like a spaceship room?
It does have that feel.
-Does the walking seem intuitive?
The walking is a bit slow in my opinion but It made sense and I was able to move around with little difficulty. Besides the camera not seeming to want to move to the right or the left.
-Does the spell usage seem intuitive?
I think the spells that have a specific function are intuitive. But the spells like abracadabra/ hocus-pocus which have several functions depending on what you use them on is too vague.
-Does the information in the text box help?
They were helpful but they were still a bit too helpful. I should be receiving a tip, not a walkthrough. The jokes in the text box are very funny though please keep those.
-how does camera movement feel?
Not great, I think there is a bug with the camera where it does not want to move horizontally after an initial turn.
-what do you think about the levels size/decor/ect.
The levels are a nice size and I really like the decorations in them. They look well designed and you guys did a good job on that.
-Are there any specific puzzles/mechanics you would like to see?
The right-click to inspect would be cool if it helped/was needed to solve certain puzzles.
-Does these room look like a spaceship room?
That did come across. The later levels environment art is good, it would have been cool to see those assets in the demo level.
-Does the walking seem intuitive?
The pathfinding worked.
-Does the spell usage seem intuitive?
Yes, however having Hocus-Pocus & Abracadabra didn't really add anything to the game (at the moment) so including them is unintuitive. Also the "turn the lights on" step at the very beginning of the game wasn't particularly intuitive as I could clearly see the door, with the lights off.
-Does the information in the text box help?
Yes, however when I first started the scrolling feature didn't seem to work so it was hard to read new text entries.
-how does camera movement feel?
Not great. The rotate functionality seems to stop working almost immediately.
-what do you think about the levels size/decor/ect.
The demo level was too big (or had too little in it gameplay-wise) to justify the upper area. The art assets in the 'future levels' was good. Would have been cool to see in the demo level.
-Does the game provide too much or not enough assistance to the player in terms of solving puzzles?
- Except for the beginning of the game, I think it provides just the right amount of assistance.
-Are there any specific puzzles/mechanics you would like to see?
- Since she's a newly graduated witch, maybe it'd be fun to have a couple of spells that would do useless but funny things.
-Does this room look like a spaceship room?
- Yes, it feels like it.
-Does the walking seem intuitive?
- Yes, it does. Although the speed does seem too slow.
-Does the spell usage seem intuitive?
- I think it is.
-Does the information in the text box help?
- Yes, I love how it gives feedbacks.
-Does the game provide too much or not enough assistance to the player in terms of solving puzzles?
I would appreciate a little extra assistance at the very beginning. Just like a quick tutorial of how to open the grimoire and use a single spell type of thing. Other than that I think the assistance for the other puzzles is at the perfect level.
-Are there any specific puzzles/mechanics you would like to see?
Maybe a teleport or a move/possess object spell would be cool. Puzzle-wise I think that just playing with various combos of spells will help create some interesting puzzles.
-Does this room look like a spaceship room?
A little bit of a sci-fi vibe but also like a castle vibe. I don't think its a bad thing.
-Does the walking seem intuitive?
Walking is too slow, it was a little painful to get around. Something that I tried to do was click and hold to move the character towards my mouse.
-Does the spell usage seem intuitive?
Yes, once I knew the control to open the spell menu. It might be nice to have an icon or something to indicate if you need to do something with the spell or its just does its effect.
-Does the information in the text box help?
Yes it did, I really enjoyed reading it. A slightly smaller text box would be nice. That or a journal that you could open and see previous messages.
-Does the game provide too much or not enough assistance to the player in terms of solving puzzles?
At first I had a hard time moving and getting out of the room. Some tips would have been very nice.
-Does this room look like a spaceship room?
I think it almost looks like a spaceship.
-Does the walking seem intuitive?
I kept trying to use the WASD keys to move and couldn't figure out what to do but then found I had to click. Once I knew, it was okay, but it would be nice if it could be faster.
-Does the spell usage seem intuitive?
Yes, when I opened the menu, I was able to use spells great.
-Does the information in the text box help?
Yes. I feel as though it should be faster.
-Alejandro
-Does the game provide too much or not enough assistance to the player in terms of solving puzzles?
A bit of assistance upon launch, I feel. I just mashed my keyboard and mouse to see what would open that spell menu.
-Are there any specific puzzles/mechanics you would like to see?
Moving object like levitation
-Does this room look like a spaceship room?
It's got a mix of spaceship and not. Kinda weird. Not in a bad way.
-Does the walking seem intuitive?
I don't know if this was intentional but the walking is so slow. Add a sprint maybe or make the walk speed faster.
-Does the spell usage seem intuitive?
Yeah. Kinda reminds me of Runescape in a way.
-Does the information in the text box help?
Yes. But I would like it to be a little bit more up to speed with the spells. It seems to have a delay which is a little weird. It's funny though what is being written in there. Love that.
-Does the game provide too much or not enough assistance to the player in terms of solving puzzles?
Maybe a little more assistance, but I think letting the player know it's a puzzle game, and then limiting assistance, or even making assistance a spell if the player gets stuck?
That way you can satisfy people who want the challenge but also help others when they get stuck.
-Are there any specific puzzles/mechanics you would like to see?
None that I can think of, maybe turn a ball transform for funsies.
-Does this room look like a spaceship room?
Sort of. You might be able to pull off more spaceship with more metal or lighting that is less bar-like
-Does the walking seem intuitive?
It's fine, a little slow.
-Does the spell usage seem intuitive?
It's a little clunky, you could always hotkey the spells to like the number pad so they're easier to use (especially the ones like Open Sesame)
-Does the information in the text box help?
Yeah it does, I like it.
-Does the game provide too much or not enough assistance to the player in terms of solving puzzles?
I think there is a little too much assistance to the player. I like the help, but it might be better it was more like hints than telling the player where to go.
-Are there any specific puzzles/mechanics you would like to see?
Nothing other than just more puzzles. I think the spells already in place are enough to make some cool puzzles.
-Does this room look like a spaceship room?
Yeah, I could see that but it could benefit from more things like panels and maybe modified furniture.
-Does the walking seem intuitive?
It took me a second to figure out that you click to move rather than use WASD. The movement speed really kills me, I wish it was faster.
-Does the spell usage seem intuitive?
Open Sesame and Find-Goal were intuitive, yes. But I don't have any clue what Hocus-Pocus or Abracadabra do.
-Does the information in the text box help?
Yes, it helped me to figure out what to do. I don't think I would have gotten to the key if I didn't have a guide.
Does the game provide too much or not enough assistance to the player in terms of solving puzzles?
I think the information is good so far, but presented a little to obviously
-Are there any specific puzzles/mechanics you would like to see?
Maybe something with more manipulation of the environment? Like moving boxes around or something with a spell?
-Does this room look like a spaceship room?
Yes. This is a believable ship
-Does the walking seem intuitive?
It is intuitive, but please make the walk speed faster and the camera rotation slower.
-Does the spell usage seem intuitive?
it makes sense, but sometimes it takes 2 clicks for the spell to be used.
-Does the information in the text box help?
Yes it does, also the extra joke texts were funny and creative.
-Does the game provide too much or not enough assistance to the player in terms of solving puzzles?
I think the hints are helpful, but if possible you should have them be toggleable so that if someone doesn't want hints or wants hints or some of the time they can select it.
-Are there any specific puzzles/mechanics you would like to see?
I would like to see puzzles that incorporate several spells in tandem. You have a lot of potential with the spells.
-Does this room look like a spaceship room?
Now that I read this question it does. I did not get that feel initially, however.
-Does the walking seem intuitive?
Walking by clicking makes sense. Having a character model will help out a lot in terms of direction, however.
-Does the spell usage seem intuitive?
Yes, it does but when I cast a spell it is hard to tell if it actually works or if something went wrong. I'm sure this will be ironed out in future playtests.
-Does the information in the text box help?
Yes, there's lots of times where I was confused and it helped.
The sensitivity of the camera is a bit too high.
The movement is also a bit slow in my opinion.
-Does the game provide too much or not enough assistance to the player in terms of solving puzzles?
The information is too direct to the player, this may be of courbse due to i being the playtest. But the game should probably be hinting more than telling e.g. "This hole looks like it might fit a key" vs "i need to find a key". See more on this in last question.
-Are there any specific puzzles/mechanics you would like to see?
This is very general, but you could misdirect the players in some areas to force them to use the spells in unexpected ways. Or in the same theme, produce puzzles that would allow the player different ways to solve it i.e. not making it so linear.
-Does this room look like a spaceship room?
As some of the others mentioned it does not, I think the lighting may be the core reason why. The current yellow lights make it appear very bright and almost pastel. In a spaceship, I might expect to see smaller lights, but more frequent ones. e.g. neon light bars throughout the room, some areas where darkness is more common (this could even be utilized as a mechanic in a puzzle, or even windows where light shines in from stars outside.
-Does the walking seem intuitive?
Not really. I think if you want to stick with the clicking to move and WASD camera rotation, you should implement a path finding algorithm so the player does have to click as frequently. I found myself repeatedly clicking in one direction. Regardless of the approach you use, the movement was too slow.
-Does the spell usage seem intuitive?
No, using a menu is quite clunky. A good alternative would be to either use the num row or a circular selection hud (see the witcher 3 sign casting).
-Does the information in the text box help?
I think at minimum, the text log should be replaced with a single pop up that appears on screen either for a moment of time or until the player clicks away. This is the area where you could provide hints as mentioned in the pop-up. If you want to keep providing more direct goals, which you probably could but make them a little more abstract (e.g. "Find a way out of the room" vs "Turn into a cat to find the ke), you could place these goals in a small bar at the very top of the screen.
-Does the game provide too much or not enough assistance to the player in terms of solving puzzles?
I think in some parts the game can be too helpful like the key quote. I think something more of "I need to find a key" instead of I can pick up the key in this room may help.
-Are there any specific puzzles/mechanics you would like to see?
Not exactly anything I can think of more than just more puzzels.
-Does this room look like a spaceship room?
I think the atmosphere is speaking more of a school (which I think is also the theme) it somewhat reminded me of riddle school flash game. I think changing the main color to a brighter white and maybe the darker colors with a darker black as well as maybe some windows that show space outside. I think that this would still give the school vibe and a better space vibe.
-Does the walking seem intuitive?
The walking is pretty rough although I think the best thing would be just to increase the movement speed.
-Does the spell usage seem intuitive?
The spell usage took me a really long time to understand. After I understood it I was thrown for another loop by going to a door that looked identical to another door told me I could not use this spell on it. I was stuck so I ended up trying to use the original spell on that other door and it worked. After the main confusion which did take a while I got the hang of it.
-Does the information in the text box help?
As stated above I think they can be a little too helpful, but overall I think they are good.
-Jarek
-Does the game provide too much or not enough assistance to the player in terms of solving puzzles?
100% couldn't even get out of the room, so I'm gonna go with some tips would be helpful.... on a second playthrough I got through, but it could do with a small 'goal of the game' screen at the start so you know you're trying to figure things out yourself with little help
-Does this room look like a spaceship room?
Yes!
-Does the walking seem intuitive?
Actually no, I mashed my keyboard a bit before realizing I had to click.... once you know it's fine, but a quick hint in the start to say 'wasd to move camera, and click to move' might be useful.... also REALLLY slow
-Does the spell usage seem intuitive?
Yes, once I figured out how to use the spells/bring the menu up
-Does the information in the text box help?
Yes, very helpful for figuring I needed to cast abracadabra before trying to open the door like 10 times
-Are there any specific puzzles/mechanics you would like to see?
honestly i'm not sure, i couldn't get out of the initial room
-Does this room look like a spaceship room?
yes it looks like a spaceship room to me
-Does the walking seem intuitive?
what i got was point to click
-Does the spell usage seem intuitive?
i'm not sure i ever got it to work...i couldn't tell if the spell failed or worked, so some feedback on success/fail would be good