Cultists Feast by LeReveur
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Invoking demons can bring power, or so some obscure grimoires describe. In reality, most of these books are incomplete, and often lack the most important part of the ritual: protection from the demon summoned. And while it's true that a demon can't go very far outside the circle of invocation, without the protection ritual, cultists are better off running far away before the demon devours them.
When all cultists have been devoured, the grimoire they used is teleported at random to one of the occult libraries in the human world, to lure a new group of cultists. However, if any of them escape this fateful fate, they will testify to the Federation of Cultists, who will search for the incriminating grimoire and seal it so that it can never be used again.
Fortunately for you, in this game you are the summoned demon, and your aim is to devour as many unwary Cultists as possible, until the grimoire you have forged has been sealed. Because as well as revelling in these impure souls, you'll also get a score in the great demon game: Demon King.
So, send in a forged grimoire, and try to get the maximum DKS (Demon King Score) before it's sealed!
When the ritual is complete, you've been summoned on the physical plan, then hit (and eat) each cultist before they run out of your reach (yellow circle) to get DKS points - the farest they are yet from this limit, the more points they give
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I almost gave up this one, due to some minor personal issues I only started to code monday afternoon. But giving I've hardly work much more than 12h on it, the result is satisfying enough - at least I have something playable, even if it's lacking some variety, some balance, some effects, and obviously some sound (certain type of music could have fit well with it :grin:)
| Link | http://workshop.xenedon.com/LD55/index.html |
| Original URL | https://ldjam.com/events/ludum-dare/55/cultists-feast |
Ratings
| Overall | 1076th | 3.042⭐ | 26🧑⚖️ |
| Fun | 810th | 3.22⭐ | 27🧑⚖️ |
| Innovation | 957th | 2.938⭐ | 26🧑⚖️ |
| Theme | 505th | 3.771⭐ | 26🧑⚖️ |
| Graphics | 1005th | 2.813⭐ | 26🧑⚖️ |
| Humor | 861th | 2.543⭐ | 25🧑⚖️ |
| Mood | 1056th | 2.957⭐ | 25🧑⚖️ |
| Given | 26🗳️ | 23🗨️ |
i got 
- the more you kill the more special skills you could posses
- types of invokers with different HPs
- maybe mana + spells implementation
- music + SFX
I liked the story you included in the description. That could be an intro to the game.

@leiv-erik: Wow, nice score!
@i1dar: I never played SC1, but I trust your expertise :grin:
@cody-holt: Agreed! As I said in the description, some juice and music would have been great, too bad I couldn't use all the week-end to make this one :sweat:
@wildcodeplay: As I had not enough time I only gave cultists a little random direction while they flee, but as @cievers suggested I had in mind some ideas to make their moves more dependant on player's moves or, as you suggested, on some skills you could unlock/buy - and, yes, if I had more time I would have add at least an intro screen with the story (and, maybe, an outro when losing, instead of just a bunch of words)
@willby: Yes, after my 15th LD participation I decided to try making my own engine, and I didn't done any LD with another engine since then - it was for LD#40, so this is the 16th one in a row that I use (and improve) it. AudioContext is not a problem, at least when I only have to load existing sounds or musics and play it, but I rarely find time to use sounds (and for music I used only once a CC music, but if I can I prefer composing one - which is time consuming when you have no team), as I usually keep those for the very last remaining time, prefering having a working game instead of an uncomplete one with sounds/music. So, the big issue is not really sound (and AudioContext handling), but much more all the complex features that one could want in a game engine, like physics - or even some simple ones, like… Being able to preload fonts and monitor they are fully loaded before starting :sweat_smile:
Thank you all for playing and for your kind comments!
Also, sound effects seemed to be missing, sound really adds to a a game and you can easily generate some quick sounds with tools like https://sfxr.me/
Edit: ok, I just read the description after reading cievers's comment, I'm impressed that you created this in such a small timeframe!
Thanks for playing!
The graphics in this game are pretty cohesive, so nice job with doing that in the short time frame too. Maybe my favorite game visually of yours so far :)
The story is interesting but I am wary of the demon element, even (or especially) if it's fictional. Aside from this, another imaginative game with much potential. A solid entry overall, as usual.
My best score !
PD: Did you develop it from scratch like JS or what engine did you use? I'm curious!

@gamebuilder: At first, I had an idea which was not involving demons - but it was before knowing that I will not have enough time, and unfortunately this first idea would have need way much more time to be made. :grimacing: :sweat_smile:
@lisek-gagatek: Yes, color scheme is part of the things I would probably have improved if I had time. But as Jezzamon pointed out, on this point this one is yet better than almost all my usual LDs… :joy:
The DKS are computed this way : when you hit a cultist, you get as points as the distance he was from the yellow circle, multiplied by the level (level = nb cultists at start minus 4). Basicly, the fastest you hit cultists, and the farest you go throught the levels, the more you get DKS
@yasgal: Well done! :thumbsup:
@geckoo1337: When I understood that I'll not have more than half a day, I focused on a gameplay simple enough that I could code its core as fast as possible, then spend some time at least to get more than placeholders as assets. The fact that gameplay is entertaining is mostly fortuity… :joy:
I agree that a leaderboard could be fun, but first, it would be without any counter-cheat (as the code is not obfuscated in any way), and second, I think the game would need some little more than basicly "hit those randomly fleeing colored stains" :grimacing:
If I had enough time, as sounds I had in mind little frightened screams when missed and ugly splashes sounds when smashed, maybe unintelligible moans while incatating, concluded by a "cartoon vilain laught". And if I had found one, any fitting hardcore metal style CC music.
Thank you a lot for your kind words (but still can't agree with you when you say you have no talent :stuck_out_tongue_closed_eyes:)
@nekuake: As I said above to Willby, since LD#40 I use my home-brew mini JS game engine (which I named, by self-mockery, "shit.js"). I use it mainly to learn anything about game making with almost each LD (however, as I didn't had lot of time this LD, I'm afraid that the only things I learned was how to get the "glowing" effect and the doted-moving line :sweat_smile:).
If you are curious enough to this, all code is accessible through few click from the game page - except the html page, you'll find only a shit.js and a main.js files. However, I can't guarantee that my code is understandable (nor… let's say: academic)
Thank you all for your comments and playing!
I think I set the record among the attendees! :D
Simple but effective, it reminded me a lot of when I used to run over pedestrians in the first 2D GTA game! There are many games about summoning monsters, but this one has an original idea. Congratulations!

@valentinwb: If only we could have a way to state the actual time spent on an entry when submitting, instead of just selecting Compo/Jam/Extra… In the first comment on one of his latests posts, Mike said something about planning more versatile submit options, notabily selecting the time, but I guess it still would be "time from theme reveal", with each option disabled at its deadline…
https://ldjam.com/events/ludum-dare/55/$386730/welcome-to-ludum-dare-55
“_Down the road, the plan is to generalize submitting to Ludum Dare. Instead of choosing Compo or Jam, games are grouped by submission time chunks (24 hours, 48 hours, 72 hours, more), team size (solo or not), whether assets were created during the event, whether AI tools were used, and the availability of source code. Compo and Jam then become the criteria we use to pick official winners, but you’ll be able to choose your own custom winner criteria, and filter the results accordingly._”
@amarokczukay: Wow. And here we have our new first place holder!! GG!
@lildyll: As said before, I'm the first being surprised that this simple idea works so well at the end :sweat_smile:
@papabirb: Er… The game is not limited in that way, I don't even understand how you could reach a level where no more cultist is added :open_mouth: However, beyond a certain level they are obviously squeezed around the summoning circle - and I guess that one more cultist out of fifteen isn't as noticeable as one out of five…
I'm glad you enjoyed the game, and I'm really sorry you weren't able to finish yours, as you present it I surely would have fun playing it!