TechnoMonk RITUAL by Furano

Are you ready to Rave ? :microphone:
Conquer and Summon foes to your control using your techno-powers.
Enlighten them.
And emerge victorious from your awful hangover... :dizzy_face:

Feeling Lonely ? Or hating fellow humans ?
Fight both alone or against a techno-monk buddy :twomenholding_hands:

Controls:
Can be played both on a keyboard :keyboard: or a game pad :video_game:
:man: Single player: * Move with WASD, Arrow keys or left stick :runnertone1: * Summon foes with *K* or *gamepad B* :boom: * Command your army by maintening *L* or *gamepad A*, release the key to station them :triangularflagonpost:
:twomenholdinghands: Two player: * Player 1 : move with *WASD*, summon with *R*, command with *T*... or simply use a gamepad ! :videogame: * Player 2 : move with Arrow keys, summon with K, command with L... or simply use another gamepad ! :videogame: :videogame:

The team:
- @Aune : art, fx & sfx... and awfully hard maps :cry: :paintbrush:
- @Furano : programing, Game Design, coffee. Lots and lots of coffee :coffee: :computer:
- Bacaxi : Music :pineapple: :notes:
Tools & Assets
Made in Godot with love :blue_heart: (and a lot of coffee... :coffee:)
Other tools :
:paintbrush: Art : photoshop
:musical_note: Music : Ardour
All assets, art, music, sfx & code was made during the jam, apart from : * Godot plug-in State Charts by Jan Thomä * Fonts Comicy & Spicy Soup by khurasanstudio
The whole project source code & assets are available here under GPL 4.0 license.

Play directly in your browser here (or here if itch is still broken...)
modifications Bug fix for scene loading. commit
| Itch | https://furaune.itch.io/technomonk |
| Link | https://github.com/furan0/ld55 |
| Newgrounds | https://www.newgrounds.com/portal/view/926200 |
| Windows, Mac and linux | https://github.com/furan0/ld55/releases |
| Original URL | https://ldjam.com/events/ludum-dare/55/technomonk-ritual |
Ratings
| Overall | 38th | 4.273⭐ | 24🧑⚖️ |
| Fun | 64th | 4.159⭐ | 24🧑⚖️ |
| Innovation | 107th | 3.955⭐ | 24🧑⚖️ |
| Theme | 582th | 3.682⭐ | 24🧑⚖️ |
| Graphics | 116th | 4.409⭐ | 24🧑⚖️ |
| Audio | 62th | 4.159⭐ | 24🧑⚖️ |
| Humor | 17th | 4.432⭐ | 24🧑⚖️ |
| Mood | 105th | 4.136⭐ | 24🧑⚖️ |
| Given | 11🗳️ | 16🗨️ |
@adrien-tremblay thanks! In some languages (like German), summoning also mean "to be drafted in the army", so it **100% fit!** (yeah that's an afterthought ahah)
@enver-arco thanks for the feedback! I'll love more feedback on the commanding part : Do you know that you can keep the key pressed and they'll follow you around? Is it what you were doing and it was still annoying, or did you simply press it and the in-game explanation wasn't good enough?
I'll updated them here as soon as I can
However, those are but minor complains, the idea itself, the artwork and sound design are rock solid. I wish I had a friend around to try the two-player-mode since I really dig the game loop. Great job!
Thanks for your kind messages :pray:
@shanzhai On my side it was broken too.I *tried* to fix this bug, it *should* work now. Sorry for the inconvenience.
I updated the [itch page](https://furaune.itch.io/technomonk) and the [release](https://github.com/furan0/ld55/releases) (I do not have the rigths for newgrounds)

(SPOILER) @furano hid the credits on the little cat on the bottom right.
@bastillas thank you for your comment. The secret to the number of assets lies in the fact that @furano is a coding powerhouse :factory: (transforming beer :beer: and coffee :coffee: to code), and we've refined our asset pipeline for almost 5 years. We're getting better and better at not cutting features (although the knight sharing the same animations as the swordsman really saved us :smile:)
**Long range conversion** has been a source of discussion. The fact is that we do not want to player to first take a damage before conversion. And because of the archery we were constraint to increase the conversion range. I agree with you. The balance is very hard.
Congratulation for the level of consistency and polish, this is really strong for a jam entry =)
The main issues I encountered were UX-related, for instance I wish the button at the end of a level would take me to the next level rather than the same one (it felt like it would). That button also doesn't work with a controller. I also didn't really know what made the uncolored enemies different. Otherwise, I feel like the "techno" aspect of the game could've been emphasized, maybe by having the "converting" mechanic be rhythmic? In any case, good work and go Toulouse :)
Great work!
I'm surprised by the UI bugs you encountered : I thought I fixed most of them already on the Jam publish day. What website and browser did you use to play it? We might have forgotten to update one of the host with the latest build... 😅
Yeah all the "Techno" references became kind of irrelevant at the end of the jam because of a lack of time to make it fit perfectly. It wasn't our main focus for this game anyway, more like a light background theme to make our game ambiance a little bit unique.
Same for the Gaia (brown enemy) : no time to add more interesting mechanisms to them in the end 🤷🏻♂️
@rradu having un-capturable ennemies is actually Y'a great idea! And could be really easily implemented in the current game. Too bad we didn't thought of it ahaha.... Thanks for the great feedback.
Thank you for playing everyone, and ***Wololo*** to all of you :older_man_tone2:!
Hilarious game, I love the setup with the hangover monk trying to wololo the enemies! It did get really hype in the solo levels when you had your armies clash, I especially liked the final level where you gather your troops and then swoop in near the end. The art is incredibly charming, the techno-monk has hilarious animations, especially on the win and lose screens, those are amazing. Audio and voice-overs were amazing too, again, they add a large amount of charm to this game. The techno fight music is an absolute bop too, I wanted to highlight that. Awesome game, great job!
I really liked the game mechanics and it was great just goofing around in the levels. The difficulty curve was just right I think. Great job on making something that felt so feature complete, and just plain fun to play.
@captaindreamcast thanks a lot for your feeback, the tricks about animation: there are [only two drawings](https://github.com/furan0/ld55/blob/main/scenes/UI/ending/1.png) for the dance; we mirror them and (very importantly) deform them with Photoshop to add a bit of overshoot.
Hey @vidarn, thanks, glad to see you back testing our games; it motivates us more than you might think :yellow_heart: ! I plead guilty for the weirdness, but @furano isn't entirely blameless in the matter either. Let's just say it's just our _signature_.
Balancing was really laborious, I'm pleased it's being enjoyed. :pray: :yellow_heart:
The mechanic is simple to control but it has a pretty good amount of depth. The mechanics feel satisfying and complete
I got stuck on the fences nd couldn't move at the start of level 3 where the spear throwers are. I also somehow managed to glitch some of my troops the endless mode and I was unable to call them to me
I played the endless mode but I didn't get too far but I thought it was definitely fun
Really good entry!