Dreambound Metal Fan by LDJam user 355692

You are just an ordinary metal fan who woke up in a magical place that reminds you of one of your favorite songs. You are to summon demons to destroy a peaceful human Kingdom!
Made in 3 days for Ludum Dare 55. Theme: Summoning.

GAMEPLAY HINTS
- Hold Right mouse button to move the camera.
- Left mouse to build summon structures - they summon demons up to their limit by their own.
- Game is lost if you lose your summoning tower - protect it at all costs.
- Building structures cost soul coins and their cost goes up the more you have buildings of the same type.
- Destroy enemy structures to increase your soul coin limit.
- You can only build in the vicinity of your structures. Your demons have will of their own and prefer to attack closest targets, so plan ahead!
- More enemy structures will be spawning after a short while - their locations are marked with portals.
All assets and sounds made from scratch by us.
Frameworks used: Raylib, FLECS
Programming, music, sounds and voiceover: Alexander Polyakov
Art, Design and voiceover: Nika Khudonogova
| Link | https://apoly.itch.io/dreambound-metal-fan |
| Original URL | https://ldjam.com/events/ludum-dare/55/dreambound-metal-fan |
Ratings
| Given | 33🗳️ | 55🗨️ |
At first I though it's HoMM-style game. My second though was that it's a tower defense, so I build everything around my tower - and I got overwhelmed by enemies. Finally, I understood what expansion is the key and it was very satisfying to clear all map :D
**back to hell**
Incredible VA work, had me grinning ear to ear. Gameplay-wise it would have been nice to have some ways to slightly incentivise your units in certain directions, like Majesty (*I'm meeelting*), as otherwise it's kinda just about spamming down spawn buildings. Cool concept, good execution.

Great job! :D
:trophy:
Overall, I enjoyed the game. Spamming demons to take over the world is quite a fun experience.
Maybe there was a difference, but if there was, I didn't notice, but it could have been fun if there was a building that perhaps didn't summon the best of mobs (or non at all) but in drastically expanded territory. Kind of like secondary towers. That also need defending, but allows quickly stretching out the domain, so I could reach settlements and murder them.
My strategy was mostly, oh I can build that, lets build that.
Perhaps I expanded too much north too fast, but then there was a swarm of ranged enemies that just destroyed me and I had no chance at all.
I also think it would have been nice if it was easier to see which were my mobs and which were enemies. Perhaps by limiting color palettes for each and making them distinct that way. Perhaps the unit and building health bars could have been color coded too.
I enjoyed playing! Good work!
Playthrough: https://youtu.be/3zkZpPS186I
**Would be great** to improve unit visibility against the terrain and adjust the audio levels.
Great game overall!
Nice work you two ^^
Both visually and aurally, it reminded me a lot of SimLife, the 1992 Maxis game. Little pixel critters running around on square tiles making both low and high pitched repetitive noises really hit that specific nostalgia trigger.
The early game was forgiving enough that I had time to figure out the controls and strategy while playing the game, which was nice. Middle and late game felt slightly too easy but in a fun way where you can just have way too many units going and you can just watch your little dudes run around be little dudes. It's satisfying. Gleeful. I giggled playing it.
Good fun, good work!