KAOGAMES Play free
Action / Arcade

Electromancer

New

Your spells fire themselves, so the only thing you control is where you stand. Moving builds static, standing still spends it, and the charge you collect between rounds is the whole upgrade economy. Twenty rounds, and the storm never stops looking for you.

Controls
WASD or arrows to move
Device
Desktop and mobile — touch controls built in
Players
1 player
Price
Free, forever
Made by
Kao Games

A top-down bullet-heaven where the spells fire themselves. The only two things you decide are where you run and when you let go of the charge you have built.

The meter fills from distance, not time

Overcharge builds from ground actually covered. Not from time survived, not from damage dealt, and not at all while you are pressed into a wall. In a genre where the attacks are automatic, tying the only button to movement makes the interesting decision and the reward loop the same decision.

Fill it and the nova damages, stuns, knocks back and wipes every enemy bullet in the air at once. Standing still is how you spend it. Moving is how you earn it.

Everything is electrical, so everything conducts

Every damage source in the game is electric, which means anything you hit becomes Charged for a couple of seconds. Chain Lightning prefers Charged targets and hits them harder, and a Charged enemy that dies arcs into its nearest neighbour for a fraction of its own maximum health.

A fraction of the victim's health rather than a flat number is the whole reason this still matters on round twenty. It scales with the thing it kills, so stacking Overload past a certain point stops being a damage increase and turns a crowd into a chain reaction.

The round ends when the arena is empty

The clock runs between twenty and forty-two seconds and then stops spawning. The round is over when nothing is left alive, not when the timer runs out.

That rule does real work. On a buzzer, a crowd you failed to kill is worth exactly as much as a crowd you killed, and the right play in the last five seconds is to run in circles. Here the surge that lands at three quarters is a problem to solve rather than one to outlive. Past the buzzer the survivors come for you, the ones that hang back stop hanging back, and after five seconds of grace they get faster and hit harder, so a stalemate resolves into a loss instead of lasting forever.

How to play

  • WASD or the arrow keys move. There is no attack button.
  • Twenty rounds, a boss every fifth. Between each one you pick one of three upgrades, always free.
  • The end-of-round report ranks damage dealt per weapon and damage taken per creature. It answers the two questions a build asks constantly, and neither is visible from a health bar.