Temptation Summoner's Aprendice by Baluj
I, your master, The Magnificent and Glorious Summoner of Temptations. I give you a task: you must tempt as many people as you can before the war between humans and demons ends.
Note: I have already made sure that a truce is not possible, so don't worry about that.

Controls: - A/Left arrow: the camera moves to the left - D/Right arrow: the camera moves to the right - 1: Summon the temptation of the box - 2: Summon the temptation of the great red mass, attract the demons of great size - 3: Summon the temptation of hay, it attracts horses by making humans have to go on foot - 4: Summon the temptation of gluttony - 5: Summon the temptation of the big bag of coins
| Link | https://baluj-33.itch.io/temptation-summoners-aprendice |
| Original URL | https://ldjam.com/events/ludum-dare/55/temptation-summoners-aprendice |
Ratings
| Overall | 1084th | 3.019⭐ | 81🧑⚖️ |
| Fun | 1085th | 2.842⭐ | 81🧑⚖️ |
| Innovation | 838th | 3.089⭐ | 81🧑⚖️ |
| Theme | 823th | 3.361⭐ | 81🧑⚖️ |
| Graphics | 813th | 3.361⭐ | 81🧑⚖️ |
| Audio | 617th | 3.114⭐ | 81🧑⚖️ |
| Humor | 626th | 2.966⭐ | 76🧑⚖️ |
| Mood | 1013th | 3.045⭐ | 79🧑⚖️ |
| Given | 301🗳️ | 279🗨️ |
The number that appears on the grate is the number of humans and demons you have captured (now that I think about it, it would have been better to put two prisoner counters instead of one total).
In general, what temptations do is tempt humans and/or demons and capture them. More detailed:
- The box catches 6.
- The great red mass traps a large unit of demons.
- The hay captures two horses, causing the riders to have to go on foot.
- The table with food catches 3.
- The big bag of coins catches 1.
And more than influencing the war, you must get as many points as you can before it ends (each type of unit gives you a certain amount of points).
In the chaos on screen, there is too little indication that any units are captured. They simply disappear and the number in the top right increases. If they blinked white combined with a capture sfx before they disappear, that alone would communicate what's happening more clearly. The current sfx of combat aren't really needed.
I like the concept, the art is simple but cute. The primary improvements you could make are in communicating what happens to the player.
@pres2300 There is a hidden Cold Down that prevents spamming a temptation (the better the temptation is, the greater the CD). I don't think I have managed to explain it since I presuppose it, the thing is that you must equalize the war so that it lasts longer and thus have more time (there is a penalty of 100 for each fallen tower and 200 for the fallen castle).
@milano23 The thing is that you have to grow the number of guys in the cage. So you're on the demon side? In reality, the winning side is the one you bother the least.
@flaterectomy There is a hidden Cold Down that prevents spamming a temptation. I was going to have a little animation of how the captured unit interacted with the temptation, but I ran out of time. Anyway, the white flashing is a really cool idea, I'll go with it.
I could not read the documentation on the itch.io site because of the font you used. You may want to change that. Something functional and not just cool to look at.
@beebster-games I have already changed the font for better readability.
I do like the art and jumpy tunes, they mix well together.
Good job!
graphics and audio are nice tho 👍
@save-sloth-studios, @beebster-games, @coderaurus, I've already changed the font and background it was on.
@avaclava, @marleeeeeeey, @sodagummy I have extended the explanations within the game and lengthened their duration.
Very interesting game. Good pixel art, nice animations and the audio is great!
nice job! :D
Please can you vote on my game? Thank you! :D
@thegreatcarpet I’m glad you enjoyed it.
As the others, I think the problem is due to the lack of cost, cooldown and or visual feedback when a temptation item is consumed.
Anyway, the idea is interesting.
In reality there is always a cost, I just fixed it.
The cold down that was previously constant, I have now changed to an increasing variable one to fix the progression of the game. Since as the game progresses there are fewer towers left, causing fewer characters to spawn. This keeps the cost low at the beginning and increases as you progress.
Nice pixel art with big slimes!
I agree with others before me that it could definitely use some more feedback to player actions. I'd also add that having a visible cooldown indicator on the temptations is really needed, as without it it feels really confusing as to why you can't place them anymore, or when they're ready again.