SummonInn by Daxic

Welcome to SummonInn!
Take a seat at our Summoning Table and roll the Dice. But beware! Yours are not the only Dice at play. Meet the land's most beloved heroes and... kill them? Why are you here exactly?
To kill the King?!
I see. It is you, the Succubus summoned to collect the King's debt. Oh well, he had it coming. He owes me, the good Innkeeper, a hefty sum as well! Hold on just a second, who will pay me if you kill him?! Put it on your tab? Will do. Now where was I?
The Dice
Ah yes! The Dice you have there, mighty fine trinkets if I do say so myself. They work with each other! But they are finicky little devils, they are. Make sure to place them in the right order or else they'll do more harm than good. Anyway... One last thing before I go.
Don't forget to read the Manual!



| Link | https://daxic.itch.io/summon-inn |
| Link | https://daxic.itch.io/summon-inn |
| Original URL | https://ldjam.com/events/ludum-dare/55/summoninn |
Ratings
| Given | 20🗳️ | 17🗨️ |
Honestly a lot of talent has gone into this, the Graphics are a Highlight. gg
If you were planning to flesh it out, some features I'd like to see:
- Sort your available dice sides by cost, then by type.
- Stack duplicate dice sides.
- I encountered some graphical issues when repeatedly picking up and dropping dice sides in the available-sides-tray, when I was trying to manually sort it. The dice side in position zero ended up bugging out and displaying a mish-mash of two different images. (Graphical issue only; functionality not affected.)
- I had one dice roll land with a die propped between two others on its side. When the dice teleported back into their row, the tilted die rolled out of its square. (Graphical issue only; functionality not affected.)
- Preview what the "Boost" will do, when you're rearranging your dice. It took some trial and error to figure out what effect Boost would have on different dice. I think it worked normally for simple damage, healing, or armor. Split about 50/50 on bites, and didn't work at all for Charm, Slash, and Boost? I actually like that you can't chain-boost the same die, but it'd be nice to know that up front.
- An option to review what's on your dice during a round. I remember going "oh, I think Basic Attack is pretty bad for this die, but what else did it have? Can I even get anything better?"
- The "charm" hourglass on enemies persists a little too long; it makes it look like they're going to also skip a second turn. It should clean-up the charm icon when you start a new turn.
- The "bleed" debuff icon should list both damage-per-turn and turns remaining, not just turns remaining.
- I think you should probably play a round with simple pre-made dice before you do your first customizing, so there's a little less to learn up front.
Some misc. feedback, not really suggesting any specific change:
- It was counter-intuitive that you can stack HP above your starting amount, which surprised me.
- It was unclear how Whips worked. I assumed Whips work like "two attacking dice (attack, arrow, bite, slash, whip, maaaaaybe armor break?) need to have been played earlier in the current round", but I can think of several other consistent interpretations. E.G. order doesn't matter, or maybe the whip counts itself and so only needs 1 other, etc.
- It was mildly frustrating to have a couple dice "stuck" at 19/20 and have no 1-cost options to fill the last point.
- The depth of customization strategy was pretty great. At first I thought "get rid of all the 'nothing' sides", then "wow, silver sides seem under-budget across the board", but then I thought, "actually, make a big difference between the best and worst side on a die, so the rerolls matter more -- which really does make 1 silver better than 2 basics". Very cool!
I really like the 2D opponent in the 3D world, I like how the dice animate and the atmosphere was on point.
I think if you wanted to make this into a full game as you eluded to in the other comment it needs something to make it stand out.
I wish you all the best pushing forward with it, I enjoyed my time playing it!
Have a nice Jam!
If you do expand on the game, one thing that I was really pining for while I played was an ability to see the other faces on the dice I was rerolling - There would be times where I would have two dice which rolled the same attack, and I wasn't sure which die would potentially give me a new ability that I needed if I rerolled it, and which one I should keep
I also either didn't fully understand how the charm ability worked - I would see the hourglass and expect an enemy to skip their turn, but I think it was a holdover from the previous turn? It's a minor UI quibble, but it definitely confused me!
Overall though, this game was awesome - I saw someone streaming it, and I had to go try it out because it looked so cool. Amazing job!
Edit: I died on the final boss before leaving the above review, so I have a bit more feedback after replaying the game. There was a strange friction with the way the dice rewards worked - After a few fights, I stopped caring about rewards, because I had a setup that worked well for me, and because of the way the cost system worked, I wouldn't be able to fit any new faces onto my dice - There was no real path towards upgrading any of my dice after I had spent all 20/20 points for each of them; even if I got a better face, I wouldn't have the spare room to place it anywhere without taking apart my entire build
I also ran into one unfortunate game-breaking bug on my second play through. The game got stuck with an empty table after one of the fights, and didn't progress any further. During the previous fight, I had also ran into a weird freeze after rolling my dice - Two of the dice were resting against one another and the game didn't seem to register that they had finished rolling, but I clicked and dragged one of them and everything jumped back into place.
Either way, everything still stands - This was an amazing game, great job with it! :)
Also, it's a shame that multiplier sides don't stack. Or do they? It didn't seem to me like they do but correct me if I'm wrong.
I've encountered a few graphical bugs such as: a die touching the table in one corner and resting upon another die in an unstable position rolled off the square when teleported and that the dies ignored the "candle" collisions when rolling.
A critical gameplay bug I've encountered was that at one time a whip side registered as an empty side on the hover tooltip.
Overall, the graphics and music are nice and fitting for the mood of the game and the gameplay is very fun, with the innovative mechanic of dice customization and rearranging with the order of the dice mattering. Humor could use some work with more punchy lines, but that's a writing aspect. Great job and congratulations!
really great job to your team for making a game i enjoyed playing and would enjoy more if you continue working on it :D
It's one of a few games I actually played again to try to win. It was quite fun to play when I understood how it all works.
Visuals and music are good. Love how you mixed 2d pixel art and 3d.
The game looks quite complete.
The only thing I wanted to also be present - upgrading of max cube cost capacity. Because I make a few changes and after that just stick to those cube sides. So the price seemed to me a bit useles(Dota Underlords vibes from that UI part). Maybe it was just my fear of change though :smile_cat:
Good job!
(If you are making any other PC games please let me see :)
Dice battlers remind me a bit of Armello, and I had a lot of fun strategizing around the dice faces
although I do have a gripe with the use of the theme, it feels shoehorned in. The enemy summoning people to fight you can be said as flavoring but the rest of the mechanics don't give me the summoning feel at all. Feels more akin to GMTK 2022's theme of "roll off the dice" if you get what I'm saying.
Negativity aside, I would love you fleshing this out further into a full game!
If I had to be nitpicky I would say the summoning theme is a little bit thin. That doesn't take away from the fact that this game was VERY fun to play and I'm interested to see how this will be progressing further! Amazing submission, maybe the best I've played!
Bugs aside, your game was really cool, would love to see it worked on more!
Love the customisation of dice faces with each face costing points forcing you to balance the dice.
I wish it was possible to previous in-game the faces of each dice (instead of having to go in the dice menu) so each easier to choose which dice to keep and which to reroll trying to get a better result!
Great job!

I've had dice visuals and what they actually do not match up multiple times.
Either that or the +5 to next dice does not work with "Weak Bite", as I healed only 1.
Same interaction with the cleave dice, the additional +5 did not get added.
I've triggered a bug where I was able to perform the same turn with the same dice twice in a row.
Once I got stuck for ~2 minutes waiting for the enemy dice to land.
I'm guessing though you aware of most of these.
The gameplay itself is quite fun, it's a change of pace to have healing be the strongest build in the game (or so it seemed). Had a fun time, perhaps a few usability improvements here or there but time is short :smile:
Great entry and I did have a fun time.
Insane work!
I also encountered a bug where the combat froze. I killed an enemy whilst the remaining enemy had a skipped turn.
Really good graphics and music as well, great job on this entry!