Summon Squad by roman_hyacinths
Explore a haunted house by solving puzzles with a little help from your summoned friends.
This prototype features: - Iridescent, textured, & hand-drawn 2D art - Playful, hand-crafted music and SFX - Six colorful puzzle levels
Credits: - Art — Jaylus (@roman_hyacinths) - Sound — Eranan Portfolio - Programming — 20akshay00 itch.io
Made in 72 hours, from scratch, for Ludum Dare 55.

| The web build is unreliable; the other builds are recommended. | https://roman-hyacinths.itch.io/summon-squad |
| Recommended build. | https://roman-hyacinths.itch.io/summon-squad |
| Recommended build. | https://roman-hyacinths.itch.io/summon-squad |
| Original URL | https://ldjam.com/events/ludum-dare/55/summon-squad |
Ratings
| Overall | 102th | 4.103⭐ | 31🧑⚖️ |
| Fun | 130th | 4⭐ | 31🧑⚖️ |
| Innovation | 142th | 3.914⭐ | 31🧑⚖️ |
| Theme | 129th | 4.259⭐ | 31🧑⚖️ |
| Graphics | 92th | 4.466⭐ | 31🧑⚖️ |
| Audio | 230th | 3.786⭐ | 30🧑⚖️ |
| Humor | 573th | 3.037⭐ | 29🧑⚖️ |
| Mood | 207th | 3.983⭐ | 31🧑⚖️ |
| Given | 39🗳️ | 36🗨️ |
Very clear visual presentation. The game was easy to intuit, too. And, I liked having to discover the extra functionality of the skeleton on my own. That was a great "what am I missing here..." moment.
The jam-prototype of the game doesn't quite feel "puzzley" until that 6th room, but it's a great demonstration of the concept, and I can imagine it really exploding out with new summons and all sorts of head-scratchin' moments! I think the most exciting aspect of this design is the potential for more emergent mechanics between the summons, having to experiment to discover synergies between them. Very cool.
I couldn't figure out why I had 3 spiders in the 5th puzzle, or 4 in the 6th. Only 2 were needed in both, and I couldn't see any potential "intended solutions" that required more, but I didn't spend too long thinking about it.
Good stuff!
@sobad Really appreciate your detailed comment! I agree that it started getting interesting at level 6, but we simply ran out of time to make more. I'm glad you appreciate the synergy between different summons, it was certainly the intended vision but we couldn't expand upon it as much as we'd have liked within the jam period. Also, fair observation about the last two levels, some cards are simply red herrings :,).
However, one area for improvement, I think, is character movement. Repeatedly pressing a button to move forward in a long straight line quickly becomes annoying.
Great game other than that!
PS: I did not had any problem while playing on the Web build using Chrome
I observed a few bugs with the fireball spawning one block to the right and not being able to break the wall if there is something on the other side of it.

And the blades getting stuck on room 5.

For improving the UX I think you should allow placing summons on the player since you can step on them anyways.
It would be nice to see a "ghost image" of the summon or a highlight on the tile you are about to place to.
I second continuous movement. Or movement by clicking on an nearby tile, so that the whole game could be played with the mouse (or touchscreens).
Solid entry, I had fun!
@unless-games Thanks for taking the time to report these issues; we knew about the blades but the fireball not being able to break the wall with another summon on the other side is certainly new x_x. Quite reasonable suggestions regarding the UX as well, we will keep in mind if we revisit this project. Thanks for playing :)
It's a very cute and chill puzzle game and I was truly sad at the end that there was not other levels to continue playing!
I just had a small bug the first time I tried to step on a summon where it didn't let me but it probably was due to the web build taking time to load, and I saw the blades getting stuck too but no other bug.
Keep up the good work!
Overall a great game, crank the volume and let me hear the audio properly!
Great entry, good work and well done!
You can watch back my playthrough whenever you want on here: https://youtu.be/9X9SR_20PuQ
Especially those that are needed in pairs, like the spiders.
I think you should have used the creature itself as cursor when positioning the creatures on the level or at least give some better info to the player where the card will summon the creature.
A couple of times I end up putting the creatures not in the wrong tile.
Apart from that excellent entry!
Thanks for making a puzzle game that DIDN'T make me feel stupid. :laughing: