Elemancer by Tomssuli
Story
You are playing as a baby Cthulhu who is summoned involuntarily to Earth by an evil Cultist. Naturally you are not pleased about this because you were just watching your favorite TV show while you were summoned. Can you find a way to get back home?

Goal
Your goal is to find your way home. In order to do that you'll need to find scrolls to learn new elemental summoning spells.

Keys
Key| Explanation -|- WASD|Move Shift|HOLD to summon elemental with WASD Left mouse button|Click or hold to use elemental power ESC|Escape menu with 'press if stuck button'.
Tools used in this game:
- Clickteam Fusion 2.5 Developer
- Adobe Photoshop
- Aseprite
- Krita
- OBS
- Shotcut
- Cubase
- Cakewalk by Bandlab
- FL Studio
- Audacity
- Logic Pro x
- Polyphone
Please note that Dall-E 3 was used in the menu, highscore and the ending screens, due to time constraints.
| Link | https://www.blackenter.com/files/Elemancer.zip |
| Original URL | https://ldjam.com/events/ludum-dare/55/elemancer |
Ratings
| Overall | 634th | 3.519⭐ | 29🧑⚖️ |
| Fun | 770th | 3.259⭐ | 29🧑⚖️ |
| Innovation | 510th | 3.444⭐ | 29🧑⚖️ |
| Theme | 412th | 3.889⭐ | 29🧑⚖️ |
| Graphics | 962th | 3.019⭐ | 29🧑⚖️ |
| Audio | 471th | 3.4⭐ | 27🧑⚖️ |
| Humor | 290th | 3.563⭐ | 26🧑⚖️ |
| Mood | 655th | 3.481⭐ | 28🧑⚖️ |
| Given | 28🗳️ | 47🗨️ |
Download should work now
I get:
This site can’t provide a secure connection
www.blackenter.com sent an invalid response.
Try running Windows Network Diagnostics.
ERR_SSL_PROTOCOL_ERROR
I think it’s a heap of things: a summoner for a long time casts a creature that dies quite quickly, while your character stands vulnerable. Tell me, you were inspired by the game "Magica", weren't you?
Edit : Virus total reported the .exe as infected with Trojan, would not execute this.
Scan : https://www.virustotal.com/gui/file/33baee0d63d2b15a42d860a264e235e241f11f6cb53deefd75885eba0e6147cc?nocache=1
@ecenizo @7uc4s Every other Ludum Dare, Chrome or antivirus has decided a new way to mark Clickteam Fusion executables false positives. We're quite frustrated with it too, because it seems we can do nothing to help it. Maybe next time we use godot and see if it still happens.
@dexitti-midifrogs
Magicka might have given some inspiration for me:


...I actually think everyone in our team has played more or less Magicka :sweat_smile:
I Like the Retro Style!
But I really lost it when I encountered the ducks. First you get a prompt saying something along the lines of "Let's see how these ducks like freezing", and I walk around for a little while wondering, ducks? What ducks? How bad could they be?
And out of the ponds all of a sudden, drunken knife & beer wielding ducks come rushing at me. I was both scared and laughing my ass off. Oh and nice touch with being able to freeze the lakes.
There's a lot of neat details like that in this game. And I really love the fact that you added them in, for example the parallax clouds or the spin animation of the fire elemental, instead of a normal run animation.
The sound and music are top notch, there's so many sound effects and they are very fitting. Also like that you have contextual music that ramps up when there are enemies.
As I was playing I started thinking about the fact that it was a shame that you kind of only used one element per area, and therefor never had to swap between them. Right after that I entered the first area where there were mixed enemies. And that is the last thing I want to talk about (which is the part I am going to steal from you) You do such a good job with tutorializing. It's really smart to have the player do things, then explain what happened and why. Instead of dumping a bunch of information on the player and praying they paid attention. This way you get fed bits and pieces in a way that is both fun and engaging!
PS. Awesome rap at the end, is it made by you guys :smile: ?
Hyvä peli!
Thank you so much for the thorough review and appreciating lots of details in our work!
It's nice to know our humor was appreciated. During the jam, the art team just made cool and hilarious choices by themselves that I was joyed to see when replacing the placeholder graphics :D
Great that you realized what I was after when making the tutorial and that it actually worked for you as a player. Playtesters were already all frustrated having to watch/skip the chats for the n:th time, so we had half the mind removing them... But I thought they were neccessary because on the earlier jams players have complained they didn't know how to do X and why Y happened.
Music and sound effects were all made by our awesome music team @dasnukki and @a4po and they also did the rap for the credits screen as they have for many of our Ludum games before :sunglasses:
Thanks for playing!
:sparkles: Good job making a working game in CTF2.5, quite an achievement considering... the state of this thing :sweat_smile:
To improve the graphics feeling, maybe you could embrace the pixel art style you have, and make each sprite 4x smaller but zoom on them x4? It will feel more polished. (in CTF it can be done by either having a smaller window simply zommed up.... or separating the hitbox active from a sprite active, always positionning the sprite atop the hitbox, and at the beginning of the scene set every sprite's scale to x4. It's more complicated that way, but the game will feel smoother)
Thanks! I've been using Clickteam Fusion for quite a while, so I'm used to pulling all kinds of stunts with it. You can check out our last Ludum entry [Cavescape](https://ldjam.com/events/ludum-dare/54/cavescape) where we had more resources on the hand compared to this time.
For the resolution, I know how to use different resolutions in CTF. As you probably noticed, we decided to use half HD (960x540) and 32x32 tiles this time, so there was still some space to work for the artists. Technically we could have used even half of that as you suggested. Probably we'll try that some other time to get even more pixelated retro-style and to save artists time.
Did you have some feedback about the game itself other than the resolution?