Dungeon Summoner by magnusfurcifer
Dungeon Summoner
Intro
Help a young summoner pass her final summoner test!
- Retrieve the 3 ingredients needed to perform the ritual!
- Use WASDQE to move around the dungeon!
- Left Click on your cards to use your summoning powers!
- Bump into the cauldron when you've gotten all your components and summon the demon
Notes:
- The jam version doesn't render a few textures properly.
- You may encounter some minor hitches when particle effects play for the first time.
- There appears to be an intermittent bug where the level geometry doesn't get generated. The game is still winnable, just in one big giant room :D

Asset Disclosure
- All art, sfx, music were created during the 48 hours
- No GenAI was used
- Some boilerplate was used, specifically a dithering shader, a basic state machine and some movement tween code for the player and some boiler plate to generate meshes with godots surface tool
| Link | https://github.com/MagnusFurcifer/DungeonSummoner |
| Link | https://magnusfurcifer.itch.io/dungeonsummoner |
| Original URL | https://ldjam.com/events/ludum-dare/55/dungeon-summoner |
Ratings
| Given | 17🗳️ | 11🗨️ |
Fun submission, still not sure what all of the ingredients were but the game looked solid and played smoothly!
Loved the unique 2.5D look. Sounds were simple yet satisfying.
Balancing might need to be done so you don't just spam healing cards (making health not a concern).
Overall really great work!
The cards mechanics is very good and innovative for this kind of games.
Old school graphics is nice, that really remember dos game era !

great throwback, thanks for sharing.
The battle part with cards is good as a concept, but with the current balancing you can just spam middle card and win any fight because it doesn't really matter with amount of healing you get.
I couldn't quite tell if the combat was turn-based, but I found myself going through cards really quickly to try and kill them before they killed me.
cute game,great concept,wish for more content
Fun game! I liked the cards twist. I did experience the giant room bug, that turns it into a completely different game lol. Two games in one! :D
Idea 1: It is better to end the introductory briefing not automatically, but after a click, so that you have time to read. To be honest, when I first started the game, I admired the voice acting, and therefore was in no hurry to return to reading the text.
Idea 2: it would be cool to add some restrictions on the use of cards (limited number of them in the deck? maybe a mana cost to use?). Now you can spam cards without thinking twice.
Idea 3: What if the fire card healed the fire demon instead of dealing 1 damage? Or even enhance the demon's power!
Anyway, it's a great little cute game :thumbsup:
the visual style and sounds work well, too. I wish the play time were a bit
longer; the single small level left me hungry for more!
A small thing, but I think it'd also be nice to have the map fill out all the squares in the
player's field of view, rather than just the ones the player is standing on. It
might make it easier to see which areas are still unexplored.
I really like the concept of it all and there's an obvious path to extending it into a proper dungeon crawler deck builder.
I think some minor tweaks could increase the drama a whole lot, like taking longer time to draw a new card so that it wasn't really possible to lazily click the same all the time.
I also got the feeling that they were drawn at random with a flat rates. While if it worked more like a deck that gets shuffled, it could have been really stressful drawing 3 healing cards in a row, because wasting them means there will not be any new healing for a while.
Controls were nice and dungeon camera perspective felt perfect to me (though I'm no real connoisseur).
I think the cauldron perhaps should not be a tile where enemies could go, because it made it quite confusing there in the beginning. Especially since their corpses lingers.
I think I would have liked the game a bit larger. Perhaps not that the level would be larger, but I think there might be something to this idea that ought to be expanded.
Playthrough: https://youtu.be/LwnWmjEaYkc
It would be cool if the ingredients collected could be used to cast new spells, adding a bit more depth to the experience. For example, if I pick up a tomato, I could use it to attack a specific type of enemy guarding another ingredient; this would make the exploration much more interesting.
But hey, this is just a small suggestion because creating this game in less than 48 hours is truly admirable. I loved it; great game!
Felt really good, automap was cool, but could have used a bigger / less linear map to really take advantage of it =). It seemed I was invincible? My health got to 0 in the first battle before I'd quite figured out what was going on... I would have liked maybe just some reason not to just spam all my cards - if the matching element healed the enemy, then maybe I'd at least have been encouraged to turn and shoot the matching cards into space, if not find someone better to shoot with them.
Nice and short and sweet, and I made it to the end, and summoned quite a terrifying demon.
It's a really good entry!
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The art of Throws of Javelin surprised me, and platform jumping is my favorite type.