Magic maker sees you as an unemployed wizard who's taken on a temp job as a security guard at Dörwall Community College, being sent out on various tasks, risking life and limb in the name of a steady paycheck. The game actually has a fairly quirky sense of humor, the game's text includes a lot of wit and sarcasm, characters are weird when they're not being smart-assed and the game very obviously does not take itself seriously. That said while this can be amusing it should be noted that story is very much not the focus of the game and what story the game has exists simply as a cheap excuse to make spells, then go out into the world and hit things with them.
There's a lot of interested spells to play with. |
A big part of the game is customization. You're allowed to carry three spells and a single robe into each level, making these spells and robes is actually fairly detailed as there's millions of possible spells and robes to make and use. going beyond simple mechanical effects, you can even tweak their appearance, and there's a lot of options to change the look of your character. The game even lets you save what you've made to reload later. This is actually somewhat important as the game's levels make good use of this customization: you'll often have to tailor your spells for the mission ahead. for example, if a level doesn't want you to kill a certain kind of enemy, you'll likely want a spell more controlled than the one that rapid fires exploding projectiles that home in on enemies and bounce off walls.
You have a lot of options for editing your character. |
Perhaps even better than how the game keeps it's wealth of options simple to handle, is how quickly it gives you access to them. Most game that make heavy use of crafting tend to save the interesting things you can make for later. Spending most of the early game with fairly simple, straightforward things. Magicmaker wastes virtually no time on getting to the good stuff. Even in the tutorial, you'll have to make a projectile spell that lights things on fire to deal damage over time, and has a limited ability to pass through walls, and it only gets better from there. Almost immediately, you'll be making spells with crazy abilities. Even better, you can freely replace the materials used for spells and robes without penalty, meaning not only can you readily make fun and interesting spells, but are free to experiment and try out new things. This is a game that wastes no time in getting to the good stuff.
Each level ends with a fight against a gigantic boss. |
Along with the graphics, Magicmaker has a lovely soundtrack. The songs all fit the light tone of the game, though they do get a bit more serious for the boss fights, each zone of the game has several songs to use, so the soundtrack avoids getting repetitive. Everything holds up well wither your exploring or fighting, and it again makes a nice change of pace from the usual chiptunes found in a lot of indie games. Sound effects meanwhile are unfortunately fairly minimal. There's a handful of sounds for firing spells and enemy attacks, along with effects going off, Everything works and sounds more or less like you might expect but there's nothing really exceptional about any of it.
The game's levels are spread between several different zones. |
In the end, this game is very good at what it does: Allowing the player to set about making various crazy spells to go blasting enemies with, and it wastes virtually no time in letting players get to the good stuff. While the main campaign is only a small handful of levels, random level generation, and plenty of side missions along with a new game+ option ensures plenty of replayability. If you like tinkering with options and trying various equipment loadouts, there's a lot to love here.
Magicmaker was developed and published by Tasty Stewdios LLC. It is available with a demo on Steam and GoG. It's soundtrack is available on Bandcamp. It's homepage is available here.
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