Glyph Tower by YogurtTheHorse




Wizard!
Your Tower is under attack (and always has been).
But you forgot everything you knew about Magic.
All you can do now is wave your hands in the air randomly and hope something happens.
Instructions:
- Use your mouse. You need your mouse!
- Your Glyphs will appear on the left as you remember them
- Draw Glyphs to cast spells and Summon friendly creatures
- Most Glyphs need *Elements* to work
- Collect Elements by casting Collect on any element you see
- (Elements are colourful, hard to miss!)
- Stay alive for as long as you can. Climb up the Online Scoreboard!
- For Scoreboardtype your name in English!
- Please share your time in comments :)
Extra credits:
- Gesture Recognizer Unity asset that we used for this. Check it out, it's pretty cool!
| itch | https://yogurtthehorse.itch.io/glyph-tower |
| Original URL | https://ldjam.com/events/ludum-dare/55/glyph-tower |
Ratings
| Overall | 20th | 4.346⭐ | 106🧑⚖️ |
| Fun | 69th | 4.139⭐ | 106🧑⚖️ |
| Innovation | 23th | 4.288⭐ | 106🧑⚖️ |
| Theme | 69th | 4.364⭐ | 105🧑⚖️ |
| Graphics | 60th | 4.534⭐ | 106🧑⚖️ |
| Audio | 47th | 4.212⭐ | 106🧑⚖️ |
| Mood | 46th | 4.306⭐ | 105🧑⚖️ |
| Given | 42🗳️ | 96🗨️ |
My only feedback would be for the game to start a tiny bit slower to give the new player time to get a grip on things before the pressure is on. But this is amazing.
I'm really curious how you implemented the mechanics to recognize the shapes
I was not able to read all the text in game, but I will give another try tomorrow. Or maybe I'll just read it right from my video :smile:
https://youtu.be/-70K2Ash6uI
your game is on another level though with how complete it is, great job!
Your execution is very neat and I like it! Condition to not only draw the right shape but also have enough of some element really helps reducing the amount of false positives during recognition, which I think is a really smart design choice!
Still, there were a lot of "What is this?" moments during stressful situations which made the whole system feel unfair, maybe that's because I'm left-handed and shapes end up looking not quite as intended :(
It is impressive (even if I'm able to draw a water golem once for five, Should be easier on mobile or tablet).
It could be a full game.
Super cool submission
Thank you all so much for playing and for the kind words guys!
@svenerik Yeah, we've been imagining a tablet port, this would be pretty fun with a pen. Even just making it work with a pen tablet on desktop would be cool, but Unity didn't want to make it easy :D
@drgcandle Not a bad score for the first try! We were really worried about the difficulty, we started balancing way too late and it was madness. Glad to hear you liked the result!
@lachlan-james Yeah, the track seems to consistently remind people about Noita, hahah, props to @kiberptah!
@castitatis @nox282 @misoukun the gesture recognition is done using a third party asset, [Gesture Recognizer](https://assetstore.unity.com/packages/tools/input-management/gesture-recognizer-86410). It was a lot of fun to work with, but has its quirks!
@icxon Thanks for the amazing video, it's always such a thrill to see a person who didn't develop the game and hasn't touched it during development play it. Also very nervous, usually ton of stuff goes wrong or things you thought were obvious turn out completely enigmatic to players. Your video showed almost no visible frustration on your part, and you even used all the spells (minus one) at least once, I was grinning the whole time :D <3
Guess, 3 days was not enough for us...
Just to be sure
but wow, all i can say now is: incredible. how did you do this in just 3 days - it is so well polished, you could release this on Steam right now.
all the kudos
Anyway, it was fun. I think that some of the glyphs could have better feed back (like escape) and the camera would not have to shake that much, but boy.., did I have fun. :)
Thank you!
As for the gestures, we used [Gesture Recognizer](https://assetstore.unity.com/packages/tools/input-management/gesture-recognizer-86410) asset.
There are also some other solutions for that problem :)
I would probably make a post about that as many people ask about that
Maybe this is my fault, it took a few tries to understand how many elements I need to collect before I can use them to attack, and it was always a bummer when I tried something and didn't have the resource. I noticed the dots around the glyphs, and the dots on the cursor, I think the dots around the glyphs indicate how much of that resource you need, but it also seems there is a limit to the elements I can collect around the the cursor? So If my tank is full I cant load up on more elements? I guess I just wish the HUD was a bit more readable in that regard. I think I was trying to collect resources while the tank was full, then trying to use the spells but didn't actually collect what I wanted.
Anyway, great job yall, super fun!
The UI got a little cramped as we added more spells and we were out of time to fit all the necessary information in a concise and readable way, and also the game is lacking any tutorial on that. But yep, dots around glyphs are their prices, you guessed that right!
We did a few iterations on the cursor dots thing: if you don't restrict the number, it's easy to collect too many and it just gets too busy. So we restricted it, but actually if you keep collecting when it's full, you'll replace the oldest ones. This is how it currently works, but a big flaw here is, you can lose an old dot you wanted to use later because you collected a new one, and you can't really always control how many dots you collect or see which are about to be replaced, it gets confusing sometimes... maybe just putting your dots along the edge of the screen grouped by color + making affordable spells light up was the first step of the answer here, hm.
I got carried away there :D Thanks for playing and for the feedback!
Something like:

Edit: I figured out the UI, and while I get it now, I wish the left side had bars that filled up and changed to let me know immediately what spells I can afford. It's still not immediately obvious and leads me to some amount of frustration when I'm spamming skills and being told theres not enough resources when I thought there were.
All rated by 5 stars, great job )
this feels perfectly polished, this is something else
Overall, very polished and strong entry, great job guys! 
This is definitely the best jam so far that I've seen using glyphs!
Really addictive gameplay.
Sound and art design were wonderful too.
Overall awesome work!
> Reminds me a lot of Magicka, except I didn’t explode myself 90% of the time
We are sorry for that. We would consider adding occasional self-explosions to post jam updates
Good job!
I stopped thinking about music piece being in certain mode years ago and usually combine them without thinking about it and trusting my ears. The bass riff is actually in phrygian scale though :)
Love the design and concept, great feedback when you get the lightning strikes etc Nice sounds! and obviously fits the theme really seamlessly.
For the glyphs I'd love to see them light up in some way if they're castable. Great entry nice!
Otherwise, I had a great time playing your game !
Gesture recognition (tho it's not your part, since there is a lib behind) isn't ideal as well and with the messy error messages really frustrated me.
I do like the art tho (u know that I'm not objective there) and sound :smile: As well this idea that you have to gather resources to use - it's really nice one.
Keep rock guys, you know I like your crafts. Peace! :smile:
I'd say the main issue is clarity: even after reading the rules, it can be a little tough to make sense of what's happening on screen. For example, it's not obvious how much health we have left, I think I understand now that it's the color of the sphere but perhaps it should've been emptying gradually, _a la_ Diablo? I also initially thought killing enemies would give me their elements, but you need to collect them the same way as the water. The placement of the puddles, right at the bottom of the screen, makes it a little awkward to trace a line on them; it would've been nice to have other puddles in the empty spaces near the top of the screen.
Finally, though I'm not sure of it, it felt like we couldn't store more than a fixed amount of elements, and yet it kept filling up without me consciously collecting them, so I often had too many different ones and not enough of each to make a useful spell :smile: In the end, I spent a lot of time trying to collect water for a simple splash spell, and I'd often hear the slurping sound effect without actually gaining a water element. I'm not sure what I did wrong!
In any case, it's an impressive entry and these are mostly suggestions to make it even nicer. Congrats!
Good job!
Edit: I am a dingus, apparently there is a full screen button!
The pattern recognition was well handled! After reading the instructions, it was also fun to play.
The art was cool!
Maybe less spells would make it more fun for the short-jam-game format.
Thank you for stopping by!
Absolutely wonderful work >:)