⸸ INVERSIO NEGOTIUM ⸸ by LDJam user 243929

INVERSIO NEGOTIUM is a satanic bullet hell in which you face angelic forces trying to stop you on your way to power.
- 7 increasingly difficult angels to defeat, with unique attack patterns and abilities
- 8 powerful sigils available in your grimoire - both offensive and defensive
- FAITH-inspired retro graphics (ironic, isn't it?)
- Heavy metal soundtrack accompanying you in your journey
- Warning! Flashing lights!
The game is HARD. Be prepared for a challenge!
⸸ Your goal is to defeat all invidious angels standing in your way.
⸸ You are not strong enough yet. Summon Demons using your sigils for help.
⸸ Sigils can be drawn rotated or mirrored - only the shape matters.
⸸ Angels will try to obliterate you. Avoid their attacks.
https://www.youtube.com/watch?v=2GF8O_RX0mo


Controls: - Mouse to move - Left Mouse Button to light candles - Right Mouse Button to check available sigils and their effects
Patch notes:
- Hotfix #1 (2024-04-17)
- Improved visibility of audio volume sliders
- Fixed incorrect rendering of HP bars in stages with 2 enemies
- Fixed the end screen not displaying in some scenarios
- Changed the main menu cursor to make it more accessible
| Link | https://clownworks.itch.io/inversio-negotium |
| Link | https://clownworks.itch.io/inversio-negotium |
| Original URL | https://ldjam.com/events/ludum-dare/55/inversio-negotium |
Ratings
| Overall | 29th | 4.302⭐ | 45🧑⚖️ |
| Fun | 31th | 4.267⭐ | 45🧑⚖️ |
| Innovation | 32th | 4.256⭐ | 45🧑⚖️ |
| Theme | 25th | 4.512⭐ | 45🧑⚖️ |
| Graphics | 205th | 4.261⭐ | 46🧑⚖️ |
| Audio | 29th | 4.302⭐ | 45🧑⚖️ |
| Mood | 41th | 4.326⭐ | 45🧑⚖️ |
| Given | 58🗳️ | 72🗨️ |
Having to draw different signs using the candles to summon minions for attacks is a unique mechanic, really creative. But I found it most effective to draw the simplest triangle over and over. Maybe a per-ritual timed cooldown could combat this.
The art was great and cohesive, everything fit together. The bright colors contrasting with the dark background made it easy to read what was happening. I also liked the subtle effect on the floor. The sounds fit the game as well.
Overall a unique, creative, and well polished entry, great job!
https://www.twitch.tv/videos/2122044081
the variety of patterns with different effets is super nice, the animation too
At first i thought that the boss hitbox would hit me but it didnt, it kinda created some visual clutter but once you're used to it it's a cool visual effect
amazing experience, super cool art, the voices create a cool mood, the projectile patterns is well thought,
Great Job !
Great aesthetic, mood, and sound. Fantastic gameplay loop- dodging bullets to draw the glyphs was a fantastic gameplay mechanic!
The two notes I came up with during the stream were that having all the glyphs at once felt a little overwhelming, and that gradually unlocking them would be an easier onboarding experience for the player, and also, that you could introduce a roguelike component with upgradeable candles- something like amplifying healing using green candles or something. This would encourage using transformed and rotated glyphs, and reward players who get really good at drawing those in any orientation.
Please keep working on it. In a post jam version, I think I'd like to see a little more visual variety, and integration of some more systems like the one I mentioned above with roguelike progression, but I could easily see myself dropping $10 - $15 on an early access version of this title if you guys had a solid plan and roadmap.
- I couldn't move to corners, I assume by design, but it was hard to tell where is the map edge.
- Some combos are simple enough that there is no big incentive to try for the harder one, so some balancing there would be nice.
Great job with the game! It was fun to play it :)
here is the vod if you want to rewatch
https://www.twitch.tv/videos/2123241621?t=2h5m9s
I'll also drop a comment here for a small chance this finds a fellow osu! player - the game should be playable using a graphical tablet. We have a hidden controls enabling Z and Spacebar for lighting candles, but it can be remapped in options anyways. If someone does try it this way, please leave a comment, I'm really interested if this works for you :D
Extremely fun to play and everything comes well together really well with nice graphics and an insanely good soundtrack
Played through it two times on stream (one time from you submitting it and another time on my own when the queue was empty)
Theres chapters for the game in each vod labeled with the game name if you wanted to look at them in the future
https://youtu.be/eQrmE5W6CWU
https://youtu.be/c9SO3tlrBa0
And, again, super glad you liked it hah :heart:
Really epic, 10/10 will play again
Art/sound/gameplay - everything is awesome. Sometimes when need to check spell in the book, i missed some bullets(
Some minor issues I found:
- No pause button?
- I believe I was playing the latest version, but I didn't seem to get the end screen. It went back to the main menu after I beat it.
- I would like it if the player could keep moving even when the cursor is outside the playable area so that you don't get "stuck".
- I don't see a particular reason why the summon book can't just pause the game outright. I guess it adds tension, but it discourages the player from learning about more than 1-3 summons because it's just more mental load when you have bullets coming towards you.
- The different summon types are cool, but since none of them last long (as far as I saw), I don't see much reason to summon the more complicated ones. I liked summoning the guy that required all candles lit in a zigzag pattern, but I found it way more effective to just do triangle spam and try not to get hit so I wouldn't have to summon healers. I think DPS really matters here since moving across the screen and lighting candles takes time, and more time lighting candles means more time spent dodging and potentially dying. Maybe the more complicated/high damage summons could do more damage or require fewer candles to better tip the risk-reward so that they're worth using over the quick and easy 3-candle summons.
A lot of valid criticism, the players using only a small selection of sigils being the most prominent through all the fedback we received. Although harder spells do in fact deal more damage in the game. Full zigzag two-shots most bosses. We're already planning a post-jam version of the game, where you'll equip only a few sigils before each fight, so that it's more strategic and less overwhelming.
The victory screen is just the menu with the church destroyed, nothing fancy, as we had no time (the same goes for pausing).
And yeah, slowing down time was a decission to keep tension. The game was meant to be fast and brutal, punching you in the face. If not the overwhelming selection of sigils it might not have been that bad.