Slimeleon by icxon

Napoleon wants his revenge on slimy foes and uses battle ~~kung-fu~~ magic without any cooldowns.
GAMEPLAY:
- Summon slimy fighters by casting shapes on the ground with your mouse.
- Collect slimy drops to unlock new spells.
- Make combos to get even more powerful summons.
Still can't figure out if I should call them 'runes', 'glyphs', 'patterns' or 'spells'. Ugh.
The game includes: - 4 levels - 7 special summon spells - 1 secret spell
CONTROLS:
- MOUSE - draw patterns (or use your phone/tablet!)
- WASD - move
- R - restart level
- [ - previous level
- ] - next level
TOOLS:
| Link | https://graal.itch.io/slimeleon |
| Link | https://bitbucket.org/volcanicgiraffe/ld55 |
| Original URL | https://ldjam.com/events/ludum-dare/55/slimeleon |
Ratings
| Overall | 123th | 4.065⭐ | 33🧑⚖️ |
| Fun | 116th | 4.032⭐ | 33🧑⚖️ |
| Innovation | 60th | 4.113⭐ | 33🧑⚖️ |
| Theme | 59th | 4.387⭐ | 33🧑⚖️ |
| Graphics | 616th | 3.694⭐ | 33🧑⚖️ |
| Audio | 335th | 3.625⭐ | 30🧑⚖️ |
| Humor | 407th | 3.346⭐ | 28🧑⚖️ |
| Mood | 430th | 3.733⭐ | 32🧑⚖️ |
| Given | 19🗳️ | 38🗨️ |
I'm a fan of Arx Fatalis, and I really like your spellcasting mechanics for summoning spells!
I like the variety of units and the core concept. Some nice additions may be:
1. Reason to move -- as is, there doesn't seem to be an advantage to moving aside to entertain my left hand. Having projectiles to dodge or items for the player to collect could help with this.
2. Tradeoff on which unit to summon -- I pretty much always bring the biggest unit I can and the game just becomes "can you draw this shape well many times rapidly". Having a cooldown for spawning certain units OR an increasing cost for summoning the same thing consecutively could help.
Combining the ideas from 1 & 2, image the following as part of the core game loop:
-> Summon critters by drawing shapes, each one with a unique cooldown.
-> Move around the map collecting bonus cash for upgrades and cooldown crystals (e.g. -3 seconds from all summons).
-> Be cautious where you position yourself since you can get attacked by enemies / may lose your base.
Ok, whew lots of feedback! Thanks for sharing your project, it's the start of something fantastic.
Perhaps a magic meter that automatically recharge could work here.
Cool game, but it's a pity it's not very clear how to draw one of the symbols, which, apparently, is supposed to spawn a bomb - I personally couldn't figure it out. Anyway, great job!"

The visuals and audio are cool, it all makes an engaging and humoristic mood.
Great game!
In addition of what @the-neon-shark already said you can make each unit being useful against
certain enemy, building etc. Also could be cool to see enemy summoners.
I have patterns as 32x32 black/white images. Then I convert drawn gesture into same format, and then compare pixels with some optimizations and hacks:
* looking for pixel in pattern in 3x3 area, counting that. Several drawn pixels may match same pattern pixel.
* counting pixels from drawn image that do not match pixels in pattern
* counting pixels from pattern that do not match any pixel in drawn image
* then summarize all of that counters with different weights
I've drawn multiple figures and ran comparison with pattern multiple times with different methods and weights to find better one.


I think it is good task for ML, I need to study more about them.
I think what I had fun actually doing was trying to figure out how to utilize the results of the casted spells -- I mean like, the self teaching through trial-and-error is the fun part for me... "huh, what's this black flower thing.. oh if I put it near the enemy it does this.. oh if I cast a circle against it, I can shoot the flower forward... etc" I'm kind of saying that I'm glad you don't explain in any detail what each thing does, because it would take away the discovery and be less fun... but also I am saying that they are well conceived because their functions are not so opaque as to becoming completely frustrating.
I like the repetitive aspects of the sound -- splay splat splat -- but also maybe the spells could have unique sounds
I think if you were to continue developing this, there's lots of room for more intricate sound design -- possibly even making sound inform the mechanics.
a lot, good job on that.
Overall Great Work!
I wish you would summon the things at the center of the symbol you draw. It would feel more satisfying and would allow for more tactics I think.
I had trouble spawning bombs which was somewhat annoying, it would often detect regular circles instead. I think it could be a rectangle or an upright triangle for easier distinction.
I feel the bomb/mine looks a bit out of place, having a similar creature like the others but stationary and spikey would fit better to the rest of the game.
Some levels could contain enemy mines you need to clear out.
Some subtle texture on the background would really tie the graphics together.
A healthbar or some damage indication for bases would be nice.
Impressive game nevertheless!
A little more feedback on what it means when a summoning fails would also help: often I'd draw a glyph but get a red glow and a flashing icon, suggesting that the glyph was recognized but I'd done something wrong. Is there a limit to how often you can summon certain kinds of monster, or is it more that the game is telling me "you're trying to draw this glyph but you need to draw it better for it to count"?