Spring Summoner by twist

[raw]
made by twist for Ludum Dare 55 (JAM)

springsummonerlogo.png

The world is bare, full of dangerous creatures of the desert looking to destroy anything that comes close. But hope comes at the feet of a druid who with their steps brings green back to the desert. Summon creatures to aid in your revitalization of the desert!

Instructions

WASD movement

Swipe on the screen in various designs to spawn different types of allies.

Swipe left/right spawn tree golem

Swipe up/down spawns a damaging bush

Swipe right (¬) then down spawns an exploding gem bearer

Sin Wave (~) + ¬ + swipe in any direction spawns a legendary ally in that direction

gestrue1.png

gesture2.png

gesture3.png

gesture4.png

This is our first game jam so looking forward to hearing back with feedback! Hope you enjoy!

Libraries used: Phaser: https://phasereditor2d.com/start/

Gesture training: https://yining1023.github.io/doodleNet/

Tensorflow: https://www.tensorflow.org/js

Impossible combo: ƨ ƨ ƨ - ¬ ¬ - ƨ ¬ -

* Changes *

• Fixed issue where difficulty would scale too quickly depending on the browser. Also capped difficulty level at 3.

Hosted on: itch.io

Developers: @twist @tunagoo @ecb @adamag

Art: @jacob-baum

Ratings

Overall 555th 3.586⭐ 31🧑‍⚖️
Fun 484th 3.552⭐ 31🧑‍⚖️
Innovation 170th 3.879⭐ 31🧑‍⚖️
Theme 246th 4.086⭐ 31🧑‍⚖️
Graphics 971th 2.983⭐ 31🧑‍⚖️
Mood 923th 3.19⭐ 31🧑‍⚖️
Given 36🗳️ 55🗨️

Feedback

Alex4101
16. Apr 2024 · 01:32 UTC
Love this game! It was fast-paced and very fun to play. Loved the worm that appeared at the end and the power-ups. Great work!
beauchama
16. Apr 2024 · 01:33 UTC
Very nice game! :D
zerocomms
16. Apr 2024 · 01:36 UTC
The swiping is really neat, couldn't get the final ally to spawn though.
LDJam user 273557
16. Apr 2024 · 01:39 UTC
Wow great job for a first jam! Really love the concept and having to draw symbols to summon! I was having a ton of fun playing it and its been the game I've spent the most time on so far!

There were a few times I died unexpectedly, it might've been due to enemies spawning? I think I saw one of the scarab things crawl out of the ground and get me? If it is them spawning, I feel like a small delay between them spawning and when they can damage or kill could help

Regardless, great job!
Shasaur
16. Apr 2024 · 01:51 UTC
Pretty nice; a complete, fun, and challenging game with a cool concept :)
JLV
16. Apr 2024 · 02:54 UTC
Really cool take on the theme! The game is pretty tight and feels polished, especially for a first entry. I really liked that you took the time to add custom sound effects, as well as the enemy variety. Great job!
T C
16. Apr 2024 · 04:29 UTC
Cool game! I agree with the previous comments, a job well done. I like the movement and the idea behind the summons. It'd be nice if there was some better visual clarity between your allies and your enemies. Also, it kept appearing I lost, but my healthbar was still almost full? So definitely spending some time in future games working on player feedback would be good! The draw to summon mechanic was really neat. I struggled with any summons besides just a single straight line, though. Overall very neat! Good scaling difficulty, and nice risk reward going further from the oasis to spread more vegetation. Good work!
Bluepir
16. Apr 2024 · 04:50 UTC
A really clever mechanic for a first ever jam!! Really cool! Found myself a little confused on what I'm doing wrong sometimes, but that may be a me problem :p Incredible work!
BlackCat508
16. Apr 2024 · 04:53 UTC
controls where nice and simple, easy concept to understand and start playing!
Tykki19
16. Apr 2024 · 04:55 UTC
Interesting idea for the game which is supported with lovely name. When I understood to walk it was really interesting and I really felt the ground crumbling!
Tesseus
16. Apr 2024 · 04:58 UTC
Nice atmospheric experience! I liked the control scheme a lot, but I found it hard to use unfortunately. Gathering power-ups was hyping me up :)
Albatross
16. Apr 2024 · 05:03 UTC
The swipe controls were very cool! I feel like this would make a great mobile game if it were developed more.
Kilthorne
16. Apr 2024 · 05:19 UTC
Mechanics were solid, but needed a little cleaning up. Kind of like a more involved vampire survivors
Nash
16. Apr 2024 · 09:39 UTC
Very interesting twist to the Vampire Survivor genre. And quite solid implementation as well - especially for your first jam.

I did not really wrap my head around how moving affects the shapes you are drawing. It seems that most of the time they did not work (i.e. did not summon anything) but sometimes I managed to get something out so it was slightly inconsistent.

It would have been cool to be able to learn all designs in game. Either via a book of some sort or, even better, organically in game. But it is natural that you do not have time to make everything perfect during a jam. If you keep developing this, I would consider let the player find all designs by themselves!

But overall, great work! Looking forward to seeing you in future jams!
Pusheeneiro
16. Apr 2024 · 10:28 UTC
The gesture mechanics are a great idea
tunagoo
16. Apr 2024 · 18:19 UTC
Thank you all for the feedback!

@mcmuniz @t-c There is a bug to update the HP bar when you get one-shot :( Good idea to add i-frames to enemy spawns to prevent player damage

@bluepir @zerocomms @tesseus @nash @kilthorne Apologies here! We should have made it more forgiving to make gestures. Unfortunately, the patterns are based on cursor position rather than the particles. I would suggest staying in the top third of the screen for the ¬ shape, middle third for the -, and bottom third for the ƨ. Here is how you can do the ƨ-pattern.

![63316.png](///raw/4b8/e5/z/63cab.png)

@nash That's a great idea! It would be cool to discover as you go. Here is more transparency on the current mechanics in the game.

#### Boss

- The boss comes at 20,000 score
- You need to kill the boss to win the game

#### Glyph leveling
- Increase it by making consecutive accurate gestures (above 75%)
- You are down-leveled to the previous level breakpoint if an inaccurate gesture is made
- There are level breakpoints every 10 glyph levels

#### Scaling

- Environment:
- The rate of scaling depends on how much grass has been created
- Enemies are scaled each difficulty breakpoint ex. 1,2,3,4...
- Player:
- The player and their summons are scaled every glyph level breakpoint ex. 10,20,30,40...
Impalpable
16. Apr 2024 · 21:20 UTC
Thank you for sharing the resources including the gesture training - it's really interesting to see how you did it (I wanted to do something similar but did not know where to start). The mechanic to draw is quite unique, and it was really fast paced. For me personally it faster reactions than I have (but I am slow lol) but could be very cool on the phone/tablet/touch device, even VR! I really loved the illustration style of the game and animation, and I think it was a bit different!
parkuhrmd
16. Apr 2024 · 21:47 UTC
Thanks for joining the stream! For your first jam game, this is great, keep at it!
BreakfastGun
17. Apr 2024 · 00:24 UTC
That was pretty fun, albeit a tad difficult. Good job!
tunagoo
17. Apr 2024 · 01:26 UTC
Thanks! @breakfastgun It's probably because the scaling broke :(. I have no idea why it only works on certain conditions. The post-jam version on github.io caps the difficulty.
schwede
17. Apr 2024 · 15:19 UTC
It was a treat to have you demonstrate your game in the stream, thanks for that!
mongoose-59
18. Apr 2024 · 02:38 UTC
it can be a bit obtuse at first, but i think with some deveoplment this colud be a really cool game, the main idea is new to me