Endrun by caeonosphere

Summon units to fight and die for you in continuous, turn-based combat! Upgrade them, then throw them away when they outlive their usefulness: whatever it takes to keep moving forward.

HOW TO PLAY
- Click to move, buttons at the bottom to use skills
- You lose if your summoner dies
- You must reach the far half of each board before the timer expires; units left behind are dead
- Each summon requires focus to maintain, so... get rid of the crappy ones!
- Summon upgrades are not retroactive, so... get rid of the crappy ones!
- Pick up mana to summon more units — mana is worth double if your summoner gets it
- Good luck, and use that undo button!

My first Jam entry, and it was not on purpose! Bit off more than I could chew with this one: pathfinding, AI, state history, targeting UI, the balance and content demands of a roguelite, oof. This was a week-long project crammed into 3 days; gonna try not to let that happen again. But! The final product has some cool things going on. I just hope you can find them through all the jank.
- Done with Unity/C#, Photoshop, Illustrator, Blender, FL Studio, and Audacity.
- Music tracks are Cicadas and Effervescence, both by Scott Buckley.
- Font is Edge Display by Grzegorz Samson.
- Sound effects from Freesound users 1bob, dustywind, moodyfingers, nox, sadiquecat, and theplax.
- Check out my other projects here!

| Link | https://github.com/thquinn/Endrun |
| Link | https://github.com/thquinn/Endrun/releases |
| Original URL | https://ldjam.com/events/ludum-dare/55/endrun |
Ratings
| Given | 7🗳️ | 13🗨️ |
Great job overall with this though!
Very lovely visual and fun gameplay. The sfx and tracks are chosen wisely and nice. The ticks limit is a great design, I love this game.
I had a soft-lock where an enemy was jumping around forever on the edge of the map. Seems like the game is trying to push it out of an invalid location but never settling down. It initially teleported to the edge when another enemy walked into it. There were a few other bugs like not being able to pick up orbs from enemies that died mid suplex, the ability buttons not blocking movement, and some bugs with the pathfinding/walkable areas on slopes, but those weren't as game breaking.
