Sacrifice Management by Aycan

You are a priest who has the talent of sacrificing anything. Objects, plants, animals and even humans. You should reach the sacredness limit to complete the ritual. However, it is hard to keep every sacrifice happy. And sad sacrifices mean less sacredness.
Sacrifice Management is a mouse-only puzzle game. Just move sacrifices to the altar. Oppositely, you can remove sacrifices from the altar by moving them outside. Each sacrifice has a sacredness point (SP). You own a sacrifice’s SP when you place it on the altar. On the other hand, sacrifices may have a love and a hate list. If a sacrifice is placed adjacent to another one on its love list, its SP increases (not permanently, only for that positioning - base SP never changes). Similarly, hate decreases SP. You pass the level when you reach the level’s sacredness limit.
Since levels are generated by an algorithm, you may experience very easy or absurd levels. The first 4-5 levels were intentionally designed as easy. After level 13, it becomes more challenging.

| Source Code | https://github.com/aycansblx/SacrificeManagement |
| HTML5 (web) | https://aycan.itch.io/sacrifice-management |
| Original URL | https://ldjam.com/events/ludum-dare/43/sacrifice-management |
Ratings
| Overall | 141th | 3.655⭐ | 31🧑⚖️ |
| Fun | 194th | 3.397⭐ | 31🧑⚖️ |
| Innovation | 111th | 3.569⭐ | 31🧑⚖️ |
| Theme | 112th | 3.897⭐ | 31🧑⚖️ |
| Graphics | 74th | 3.931⭐ | 31🧑⚖️ |
| Audio | 137th | 3.352⭐ | 29🧑⚖️ |
| Humor | 106th | 3.357⭐ | 30🧑⚖️ |
| Mood | 144th | 3.444⭐ | 29🧑⚖️ |
| Given | 38🗳️ | 8🗨️ |
It would have been nice to be able to mouse over items already in the pentagram to see their bonuses and penalties. I found myself moving things in and out of the pentagram just to see what exactly they loved and hated.
As someone else mentioned, the menus not being hoverable after you placed an item meant that the game felt harder than it should have been, which was frustrating. It would be helpful to include icons of the items that are loved and hated right in that menu too, along with red/green color. That would focus the game on the puzzle aspect rather than trying to decide if that sprite is an apple or some cherries :)
Nice job Aycan!
I loved everything about it, I'm just thinking there might be too many different sacrifices to get to know them and what they like/hate. It did make it more challenging, but it could have been more... gradual xD
Well done!