Spirit Stone's Summon by Ausstein
Gameplay
Collect Energy from plants

Or leave it to the spirit stone to level up

Use the energy as a Battle Fairy

Or to summon Animals

DEFEAT THE CORRUPTED CREATURES
Controls
- WASD and Mouse Controlls
- Scrollwheel or numbers to select summoning Spell
- Left Mouse to use spell
- P or escape to pause and settings.
Versions (Changelog)
- Windows version has some timing inconsitencies (no idea why), only use it if you have performance problems with webgl version.
Original jam version
- Windows.zip
- embed-30095.zip same but webgl
Version fix 0.1
- embed-30577.zip
- Windows_fix01.zip
- fixed several bugs of UI elements interfering with each other. you could get stuck in the settings menu and not progress (game breaking bug)
Team
- @Ausstein: Code, Gameplay Design
- @Puchkupyara: UI Design
Known Bugs
- Ai gets stuck a lot
- Restarting game does not work (Close and Open game)
- Not all sounds are assigned correcly to correct audio group. (e.g. lowering sfx in settings does not actually lower all sound effects)
- ~~Opening settings from main menu gets you stuck~~ (fixed version 01)
Atrributions
Based on my LD46 Entry
Most Animal Icons made by Freepik from www.flaticon.com
Tree Icon made by Vectors Market from www.flaticon.com
Ratings
| Overall | 457th | 3.682⭐ | 35🧑⚖️ |
| Fun | 244th | 3.818⭐ | 35🧑⚖️ |
| Innovation | 361th | 3.606⭐ | 35🧑⚖️ |
| Theme | 281th | 4.044⭐ | 36🧑⚖️ |
| Mood | 679th | 3.471⭐ | 36🧑⚖️ |
| Given | 17🗳️ | 53🗨️ |
Also the scope of this game is really big for the time of the jam, which make its even more impressive
I'm actually lacking criticism here; balancing has already been named (but in 3 days and by only two people... nah, it's fine the way it is) and the only other thing I'd change to make it stick out more is to make the UI a little less generic by using some art or a font/color that is less intrusive. Also, I'd put the casting costs below the pictures of summons so that all text elements are close to the edges of the screen while everything non-text is concentrated in the middle of the screen. And I'd scale down the Level-Up-UI just enough so that it doesn't interfere with the other UI elements - it'll make it look more like a coherent instead of two different things. It currently reminds me a little of old-school CRPG- or MMORPG-UI where you could just absolutely clutter your screen with windows though, which is a little blast from the past as well. :)
That being said: Very nice entry. Games that makes me want to play more of it (or similar things) are always winners in my book.
Really like the artstyle of the different creatures, especially the player character. Always got sad when my bunny got killed.
The concept of planting stuff as an "investment" to increase energy intake to become stronger is well done, although I didnt quite get it at first, collected the energy from the dead stuff around me and immediately summoned a mushroom for 20*. That's a fail on my part though and doesn't take away from the game.
But I do agree with the previous comments, the balance is a bit off. Got the choice to go for the 100* Deer, which would have been cool to summon, but way too expensive at that point.
The bunny became pretty weak very quickly and unless you summon a lot of plants in the beginning, you'll have a bad time.
The music was nice and calming, but some more menacing soundeffect e.g. for when the wave starts would have been nice. A bit odd to have calming music when you're seconds away from being overrun by spiders and snakes :D
Loved the little intro. Even though it was simple, I let out an audible gasp at the prospect of all of the forest life having been killed. Really felt that one :D
Overall a strong entry! Well done! :)
Nice job! :D
Its balanced really well and for 3 days you did amazing!
Please can you vote on my game too? :)
I completed the game and it got me engaged till the end. As othes mentioned here it could be interesting to explore the idea a bit further with more waves, scenarios and upgrades.
Overall a great entry!
I feel like the summons are too weak compared to our basic projectile spell that can be used to kill everything for the first 8 waves at least, especially when they are VERY expensive. Being able to win without summoning anything is sad!
The levelup choices should probably be less random, being able to select a 2000 energy summon at level 1 is useless! I only unlocked the rabbit after my 3rd game, I had no idea it existed before. It's also possible to unlock the tree before the mushroom, which is weird.
Instead of having 3 random choices, we could select between unlocking the next summon (rabbit -> fox -> ...), unlocking the next gathering plant (mushroom -> tree -> ...) or a random upgrade (move speed, less cooldowns...).
Overall a good game, just not very balanced or polished yet!
(I love that the executable is called "New Unity Project (3)" :'D)
But I tried again, in hard, and I got the hang of it. It was actually quite fun. I won my second try with a few mushrooms by sending projectiles constantly as I thought summons were not worth it. But I tried AGAIN a 3rd time, focusing on early farming behind the crystal and I won with only summons this time.
It's not a very original concept but it works and I had fun so I'd say it's a success in the end!

And with the structure of waves, there isn’t much feedback given to the player. I would suggest speeding up the enemies or spawning them closer, then wait for all enemies to die before starting the next wave. This way I can see that uh oh, my base barely made it through this wave, I need to go on an upgrade frenzy! And I can quickly see that lots of enemies are getting through on the right, so maybe I need more defense there. But because it took so long for enemies to reach the base, by the time I’d realised my base had these issues, there was simply too many enemies piled up that there was no chance for me to respond.
Anywho, hopefully this is useful, I have a hard time explaining my thoughts in the moment, which is why the feedback given in the stream felt so scattershot. Good luck with your future games! :heart:
https://www.twitch.tv/videos/2126502001
Nice entry. I enjoyed playing it.
I would prefer if tutorial messages didn't obstruct the list of spells. At first, I didn't even realize that it's there. But once I figured out how to play, it was very fun!
Great job! Good luck with your future projects!

A few things I noticed:
- After reaching the full bar and acquiring all passives, there’s nothing to gain on leveling up. It would be cool to have an infinite upgrade passive system.
- I can't click on "Keep playing" 🙃
- I've experienced some minor freezing (on downloaded version, on RTX 3080 Ti)