Summoner's Emporium by imwonderr

Welcome to Summoner's Emporium! Summon slimes, harvest their essences and turn a profit by making and selling potions!
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Credits:
-Gabriel Menezes: Programming, 3D Art, VFX
-Victor Pioner: Programming
-Guilherme Peixoto: 2D Art
| Link | https://guilherme-peixoto.itch.io/summoners-emporium |
| Original URL | https://ldjam.com/events/ludum-dare/55/summoners-emporium-1 |
Ratings
| Overall | 266th | 3.857⭐ | 37🧑⚖️ |
| Fun | 676th | 3.357⭐ | 37🧑⚖️ |
| Innovation | 429th | 3.515⭐ | 35🧑⚖️ |
| Theme | 305th | 4.014⭐ | 37🧑⚖️ |
| Graphics | 95th | 4.458⭐ | 38🧑⚖️ |
| Humor | 798th | 2.65⭐ | 32🧑⚖️ |
| Mood | 296th | 3.882⭐ | 36🧑⚖️ |
| Given | 35🗳️ | 51🗨️ |
The art style is super appealing--it might just be the best-looking game I've played yet!
Oh, and pls add some QoL to the UI. A back button and an always visible potion stat in the shop would be nice
the visual style is great, the gameplay is simple, but it is clear.
now to be critical, I think that there is a lack of visuals for the structures purchased allowing you to quickly see what remains has been purchased. Likewise visually have the pots and stands which change in view to quickly perceive if as set what you want. The variety of potions is also poorly used, there are any combinations, but no more reason to make one than the other, gaining plenty of resources to ignore the choice, it would have been interesting if the potions cost more in resources, take longer to produce, but there are "seasons" which would invite the player to produce more of a potion, because it is more in demand. A completely personal plus would have been the sound in relation to or watching, for immersion.
bug level, I only saw one, the last potion stand, after having bought it was no longer interactable.
Once again, good game!
When I was going through tutorial it was like. First room - ah, ok, going to produce slimes, nice. Second room - ok and the produces slimes are going to give me essences. So there is a risk reward system, very good. Third room - wait, there is more? Now I can make potion from it? Ok, they took it pretty far and then boom.. fourth room - I can sell them.
The art is loveable, the music was a bit too much repetitive, but I tried my own music and failed, so I know how hard it is to get even repetitive so I admire that.
When I was going through tutorial it was like. First room - ah, ok, going to produce slimes, nice. Second room - ok and the produces slimes are going to give me essences. So there is a risk reward system, very good. Third room - wait, there is more? Now I can make potion from it? Ok, they took it pretty far and then boom.. fourth room - I can sell them.
The art is loveable, the music was a bit too much repetitive, but I tried my own music and failed, so I know how hard it is to get even repetitive so I admire that.
Overall good !
There was a bit of frustration with the UI, however. Adding the ability to cancel out any of the UI menu's would've been great, as it makes checking your slimes/potions stats without having to change them impossible. I also softlocked myself on my first try when I clicked the summon portal again after having spent all my money while no money was being generated. I could no longer back out of that menu and had to restart the game.
Overall great effort, and good game!
The tutorial is pretty long, it takes some time to explain the game systems to the player. It would be good if there was a way to skip it - first time playing the game it was fine, but on the second and third time it meant having to click through it all to start.
It's nice that you have a way to exit the interface using the Escape button, but on one hand it would be better to have it as a button on the screen (making it more obvious), on another it should probably be bound to a different key, since in WebGL builds Escape is first used to exit the fullscreen. In a best-case scenario, you have to press the button twice to exit the interface, and you'd have to re-enable fullscreen every time you do it.
Having the slimes produce everything for you means the game doesn't feel so grindy, but it has a small problem with downtime - several times I found myself just sitting there, waiting for currency to slowly trickle in so I could buy another crystal or a brewing stand. It would be nice to have something for the player to do in the meantime, maybe a way to manually generate at least a small amount of resources by clicking a crystal yourself?
Overall it's a pretty cool game! I like both the concept and the execution. It has a few small bugs, but nothing game-breaking and all should be fixable. There are a lot of mechanics which work pretty well as they are right now, and each one of them can be expanded in interesting ways if you plan to continue working on it after the jam. Well done!
I'm not sure if I encountered a bug, but after getting my first 100 coins, I made a big red slime, and then never sold a potion after that. I tried all sorts of combinations until I had over 300 fire elements collected, at which point I gave up.
The visual feedback in the store was not there. It would be cool to see a new potion standing on the pillar in the store when you unlocked it. Furthermore you could change the colour of the potion depending on what you are selling.
Besides the minor issues with the store, I had a good time playing this game. The artstyle is very nice! :)
Had to restart the game once, because I "skipped" one of the tutorials. But that was my mistake.
Would have love to seen some other slime combinations out of the elements - it would be fun to combine the elements that you get a different slime that produces two elements or a new element. But that would put the scope outside of a game jam.
But overall it was a delight to play your game.