Summoning Circle Specialist by Jimbly

Design magic circles to meet specific magigeometric requirements.
This is an open-ended puzzle game in which many configurations can meet the specified requirements closely, and a perfect answer may not exist for every puzzle, but you can always get "close enough".
Links * HTML5(WebGL): dashingstrike.com/LudumDare/LD55 * Original Jam version: dashingstrike.com/LudumDare/LD55 * Source Code: Jimbly/LD55-summoning-circle
IMPORTANT HINT
* Ignore the portrait of the demon in the upper left, the look of the demon in the upper left is purely flavor, it has nothing to do with matching the requirements (don't just try to draw the demon's "face"). The match is calculated purely on the 4 metrics on the right, shown here:
(in this case, we need a lot more Power, fewer Components and Cells, and a little less Symmetry)
Screenshot

Development Notes
This game is inspired by the lure mechanics in Intergalactic Fishing. I'd originally planned on having a whole game where you're "fishing" for demons and discovering what their requirements are, but it turned out it just distracted from the interesting optimization puzzle so I yanked out all of those mechanics half way through the jam and polished up the microgame.
Tools Used * Custom Engine: GLOV.js * Mtn Dew * 1BITDRAGON * Audacity * Photoshop * Fonts: GochiHand and KHScala
| Link | http://www.dashingstrike.com/LudumDare/LD55/ |
| Link | https://github.com/Jimbly/LD55-summoning-circle/tree/compo |
| Original URL | https://ldjam.com/events/ludum-dare/55/summoning-circle-specialist |
Ratings
| Overall | 44th | 3.981⭐ | 29🧑⚖️ |
| Fun | 48th | 3.963⭐ | 29🧑⚖️ |
| Innovation | 12th | 4.296⭐ | 29🧑⚖️ |
| Theme | 34th | 4.259⭐ | 29🧑⚖️ |
| Graphics | 90th | 3.885⭐ | 28🧑⚖️ |
| Audio | 127th | 3.365⭐ | 28🧑⚖️ |
| Humor | 251th | 2.341⭐ | 24🧑⚖️ |
| Mood | 128th | 3.537⭐ | 29🧑⚖️ |
| Given | 16🗳️ | 15🗨️ |
It's interesting how deep these mechanics are for a short jam game, and it's very polished as well! To be honest I still don't 100% understand the mechanics, specifically power, but I started to get my head around it by about level 3.
@dotblank I tried to do my best to explain the symmetry in the full help, but it still feels odd sometimes. If something random is seemingly turning green, it's likely the second case, that's in there to allow triangular to be symmetrical (one thing with two identical things rotated equally from the first, which ends up meaning if you've got 3 equally spaced power nodes, the middle is going to consider itself symmetrical, and the other two are not, which feels a bit odd (especially if the two it's matching are way on the other side somewhere).
@magnusfurcifer Thanks for playing! For power, it's just flood fill Manhattan distance of 255 pixels or less from a power node, done on the fixe-resolution buffer you see if you mouse over the Cells metric =). I was going to do something fancy with graph theory and graph distance, but it's a jam and that was something that only took a few minutes to do once I had the buffer (plus a couple hours futzing with shaders to visualize it, hah!).

Excellent presentation, and quite engaging to play. Well done!
@frib Nice job making it through 10 levels. I'm also not quite sure on strategizing, besides the one thing (that presumably you figured out) of using power nodes to up components without upping cells, or lines for the opposite... Unfortunately since symmetry and power are maybe mechanically not tightly coupled with the other mechanics (simply moving a line / power node will change symmetry/power but not change cells/components), there's perhaps not much strategy there, just some tweaking until you get the right numbers...
If I'd spent more time carefully choosing metrics for the first levels instead of them being (mostly) generated, I probably should have done a few with very low component counts and very specific other requirements, that would, perhaps be more interesting (and strategizable)...
I got to the tenth deamon and there it both felt like I didn't really get it and that it was unfair to what felt like symmetry to me! But as a whole a very good entry.
I found it a bit fidgety removing lines at time and knowing exactly where the smallest and largest circle would be. But other than that the controls were smooth and the feedback while playing the game really nice. The hover help on the categories what also really fancy and useful. It could perhaps have triggered when hovering in the graph showing the alignment of the summoning circle too.
One thing I noticed though was that after a couple of levels, I started by trying to clear what was given to draw my own, and since it was a bit hard removing stuff it would have been nice with a wipe the slate clean button, or clearer removal hitboxes.
At time, though I understand why there wasn't any such feature, I found myself attempting to drag the nodes along the circles while keeping their connections. But I guess that would interfere with connecting nodes. It would be sweet if that was a thing though.
Feels like something that ought to be ported to mobile...
Very good entry.
Playthrough: https://youtu.be/alKZdNu4Ru0
Checking your video, yeah, the symmetry is pretty fiddly, I could tell your were often clicking like 5 degrees / one step off from what would have counted as symmetrical, but it's really hard to eyeball (in hindsight, the fact that I found myself moving the mouse slowly and counting how many steps away from the horizontal or something should have been a big red flag!). The 10th level is the "end" (it basically just pops up a "thanks for playing" if you beat it), so good job making it that far =). I probably shoulda "ended" it around level 5 though, while people were still having fun :laughing:.
and the puzzlers were tough at the start, but good...
just great work!
But one of the endless level is impossible. We can't have les than 10% of symetry with less 2 cells. 
@kinart Thanks for playing! There is a tooltip-of sorts, if you hover over the 4 metrics in the upper right, the bottom of the screen gives a short description (and it shows a visualization for some of the more complicated ones). There's also the "?" in the upper left which gives an more in-depth description of each of them. It's definitely something I wish I could have communicated better in the game though -_-.
it is SO COOL just to imagine the how many possibilities there are for each level!
UI is very clear, showing different layers when hovered. music is cool, i'm not sure if it's the more fitting to me but that's personal taste only, as well as the type which i'm not a fan of.
it could be cool to see how people got their 100%, for example by clicking on them on the leaderboard? or even to see any circle by anyone on the leaderboard. that would be the only thing i'm missing.
but clearly for now this is the entry with the most "wow!" effect! congrats!
Did you consider locking some of the puzzle pieces in later levels from being deleted to increase the difficulty? I only got to the 5th level.
Overall an excellent entry, well done!
@riv-roy Glad you enjoyed it! I didn't think about locking pieces, but that's a neat idea, it would also perhaps have made a good sequence of tutorial levels where you just need to add lines or something like that...
@perfectsquare Glad to see you also chase after that 100%, I definitely do as well =). I think there's a bit too much trial and error sometimes, but am really glad to hear the power visualization helped! I found that, in theory, that could tell me what I might need to know, but I ended up just deleting and re-adding a node one step away at a time until it hit 100% :sweat_smile:
Of course, I don't need to explain it here - that's the whole point of the game - but I found it deeply satisfying to experience "discovering the science behind the magic" when drawing the symbols, rather than just "copying what the developer drew" (like in my game). Allows you to form your own heuristics and intuition about how the magic works - like a real wizard!
I would love to see a similar system incorporated into a larger game some day - RPG devs take note!
I will admit - the portrait on the top left threw me, and it took me embarrassingly long to figure out hovering over the requirements - but even just fussing about was such a satisfying experience with the visuals and audio cues - so well polished. Does not feel possible for a jam game, this level of depth and refinement.
Yeah, I could gush about this game forever. You should all be proud --- wait --- just checked, THIS IS A COMPO GAME? Floored, absolutely floored. And jealous of your mastery. Not to mention your own engine. Flabbergasted. Gobsmacked. Amazing job!!
Good job for this (and even adding a scoreboard ! don't know if it's part of the tool you used or not)
@tyrannas Thanks for playing and glad you liked it! The high score system is a component of the engine, I just needed to hook into it (probably a half hour or less to get the scores into a suitable format and get them updating and displaying in an appropriate place).
One very small issue I noticed is that the % appears to be rounded, so a score that is almost 80% (the goal) would show as 80% and yet the puzzle wouldn't complete.
Anyway, great entry :)
Ah good catch on that bug! Yeah, it's rounding the display. I've just now changed it to flooring in the post-jam version, shouldn't ever seen 80% (or 100%) unless it actually is =).