Gnomon by Jonathan Fischer
Many hundreds of millenia ago, a powerful Djinn escaped from his realm, seeking a new world to devour. The protectors of our realm, forseeing the evil intent of the otherworldly Djinn, constructed a magical sundial and four obelisks to keep him imprisoned in the void between worlds. Generations of chosen warriors have kept the void seal intact, but it has become weak under the ravages of time and the ever growing power of the Djinn. It is your task now. Casting a magical orb into the sundial will delay his return, but only for so long. All four obelisks need to be repowered, and should imprison him long enough to vanquish him back to his own realm.
Controls: (supports controller)
WASD/Left Stick to move
Left Shift/Left Stick Button to sprint
Mouse/Right Stick to look
LMB/Right Trigger to fire an orb
I hope you enjoy!


Here's a video walkthrough of the game: https://www.youtube.com/watch?v=RJBRl73pOYE
| Windows | https://starbent-creative.itch.io/ld50 |
| Original URL | https://ldjam.com/events/ludum-dare/50/gnomon |
Ratings
| Overall | 633th | 3.569⭐ | 31🧑⚖️ |
| Fun | 1120th | 2.946⭐ | 30🧑⚖️ |
| Innovation | 1125th | 2.786⭐ | 30🧑⚖️ |
| Theme | 975th | 3.397⭐ | 31🧑⚖️ |
| Graphics | 35th | 4.638⭐ | 31🧑⚖️ |
| Audio | 106th | 4.071⭐ | 30🧑⚖️ |
| Mood | 189th | 4⭐ | 30🧑⚖️ |
| Given | 57🗳️ | 35🗨️ |
Thank you so much for trying out the game! I did do the graphics myself. Somebody else messaged me that they had to click to move the camera; it was supposed to just move without clicking. That bug has been fixed now, so hopefully it should be a little easier to play. :) You can beat the boss, but it does involve a bit of running. (and distance.) Thanks again!
@leolferraz, Thank you for taking the time to leave a comment and play my game. I'm glad you enjoyed it!
@thekimeo, Thank you! I know not everyone may see that ending, but I threw it in as something fun. I'm glad you liked it!
For those who are wondering, if you fail to get all the obelisks in time, you'll get an alternate (bad) ending.
@myazuid, Thanks for checking it out! Someday I hope to be able to port future games properly for MacOS and Linux.
@julienmc, You're too kind! I wish I could have made it bigger, but had to a decent part of my original idea to keep the scope small enough to finish. Thanks for playing!
Had some trouble getting the character to cross any brown bits on mountainsides, but nothing gamebreaking. Well done!
The music was great too!
I was very impressed with the bad ending. I liked the djinn, and it was well done.
Overall, I was impressed with what you got done by yourself especially if you did the art and animations solo. I felt that there could have been more attention to a few details that would have made the game a lot more immersive with little overall needed additionally, but still! :)
@orionhart, I totally understand, I ended up rushing to get sounds in at the end, and I definitely think it would have made the game a lot better. Thank you for bringing getting stuck; I'm looking into that further to see what I can do. I'll also take the text speed into account. I'm glad you liked the game, and I'm grateful for your feedback!
@ferociter, Thank you! If you have any suggestions as to how I could have made it better, please let me know!
***Un-dodgeable attacks are almost always a bad idea***, unless you are going for the whole "it can't be defeated" narrative. The lighting attack is practically undodgeable, and I don't see a reason for that. You can make it only hits you for 2 ticks if you run, but that's the best you are gonna get. If you stay out of the outer ring, the boss seems to just give up on the more reliable lighting and start spamming fire, which is easily dodgeable. If the lighting is a close range deter, it would probably make more sense to just do an AOE around the boss rather than auto aim hit scan.
What I'm saying here is, if you want the player to stay away from the boss (which IS the meta btw), convey the idea clearly. I was trying to make the orb easier to connect by standing just far enough from the boss to not get burned alive, and whether the boss decide to do the lighting attack or the fire attack seems to be random. So I assumed that you have to simply just out damage him by avoiding the avoidable fire and tanking the lighting, and leave the rest to chance, which is clearly not the intended gameplay here.
This is frustrating not because the combat is mediocre, but because the other aspects are splendidly done that it really throws you off. I'm still giving it a high score for the work put into the visual and level design and actually programming a working boss, but I saw potential in it I don't see in some other games and it is so unfortunate the boss fight lacks proper polish.
But overall, amazing work on the art and the mood, the small effects are very polished and improve a lot the quality.
Some suggestions to make the game more dynamic and enjoyable: shoot the orb to the direction of the camera and not from the character direction, do not block the player movement for so long when shooting, ideally do not block it at all (but require to separate the animations of the upper and lower body, so that's a bit of work), add a roll/phase mechanic to specifically avoid incoming attacks.
But overall, for a solo-dev, it's an incredible work to produce with gameplay, art, sounds, music, level design.
I'll keep an eye on you for future jams!
You got some pretty good recommendations from others already and I think you could use them to make a cool game if you decide to continue working on it.
@skleembof, Thanks for the feedback! :smile: