Technorogue by Andreadbx

Venture inside the techno dungeon and fight Orcs, Demons and Spectres.
GAMEPLAY
After defeating all the enemies in a room, you can collect their soul crystals from the altar and then summon them to your aid.
Upon summoning a monster, you will use the special ability of its kind. Orcs: Steam Cooked Demons: Stupefying Presence Specters: Orbital Smite
CONTROLS
- WASD - Move
- Shift - Dash
- LMB - Attack
- RMB - Summon
- Q/E - Change summon slot
- F - Interact
- Esc - Pause
SCREENSHOTS

CREDITS
- Project Leader, Art Director, 3D Artist - Andrea Di Bartolo
- 2D Artist - Miurta
- Character Artist - Francesco Vitanza
- Character Artist - Valeria Zagami
3D Prop Artist - Carmelo Lombardo
Lead Game Designer - Mario Palleschi
- Game Designer - Agnese Serafina
Game Designer, Level Designer - Nino Segreto
Lead Developer - Samuele Padalino
- Developer - Giuseppe La Malfa
Developer - Lorenzo Petraroli
Music & SFX - Cris03sora
Redshift Gaming - Provided us logistical support and a place to actually work in person for the jam all togheter!

Some people say that the dungeon entrance lies in the underground of Girostra City.
| Link | https://r4ndomthunder.itch.io/technorogue |
| Original URL | https://ldjam.com/events/ludum-dare/55/technorogue |
Ratings
| Overall | 738th | 3.435⭐ | 33🧑⚖️ |
| Fun | 742th | 3.29⭐ | 33🧑⚖️ |
| Innovation | 959th | 2.935⭐ | 33🧑⚖️ |
| Theme | 560th | 3.71⭐ | 33🧑⚖️ |
| Graphics | 268th | 4.172⭐ | 34🧑⚖️ |
| Audio | 183th | 3.867⭐ | 32🧑⚖️ |
| Mood | 496th | 3.645⭐ | 33🧑⚖️ |
| Given | 21🗳️ | 42🗨️ |
Like the summon-what-you-kill mechanic - I just wish there was a better visual indicator of how many summons you have left. Sometimes I was able to summon the same monster multiple times, and other times only once, but visually I couldn't really tell if it was my last summon or not.
The combat is a little tricky in places - many times I would take damage from an enemy that appeared to be well outside of range to hit me.
With a bit more tuning of the combat mechanics (and maybe a visual indicator of the dash cooldown), could easily be extended into dungeon-diver roguelike, with added loot drops that give you different movement abilities and so on.
Keep it up!

Game loop is okay, the shop sometimes displayed that I had negative points when purchasing something. My best compliment is to the soundtrack, I really like how the same motif was used but for different rooms, it adds a sense of connection and it's nice!
Overall not bad, with some polishing and a few bug fixes, I could totally see this being expanded upon. Cool stuff!
I do have some notes:
- The game is nearly impossible before you get your first summon (Also, after you die you keep your last summon?)
- The summon UI makes it hard to tell how many summons you have banked
- It's one of the few games where summoning feels cool, so nice job
- It would be nice to have an ending goal
- I loved how the music had the same theme but different instruments/vibes in each room type
- I think combat needs a bit of work to make it feel more "solid", right now it feels like you phase through enemies and it's nearly impossible to dodge enemy attacks because they are instant
Really cool game overall, jealous that you had such a big group to work with!
The concept is fun, but there are some rough edges:
- The melee attack you have feels a bit slow, and enemies seem to have a longer reach than it would seem by looking at them. So you get hit when it seems you should not.
- Would be nice to see how many crystals of each summon you have. Maybe a small UI counters in the corner or something.
- Some dodge ability would be nice. You can dash away (subjected to cooldown), but it does not seem enough and most of the time it seems impossible to avoid getting hit. But maybe that's intentional - you're a summoner not a fighter after all :wink:
I also met a bug, I think. When I came upon those guys from the screenshot, I was not able to damage them at all. Either with my attack, or with any of my summons.

The game is quite fun to play anyway :smile_cat: Well done! And impressive achievement to effectively coordinate such a big team!
Great art <3
Most of it was mentioned before , bit I will add something that I noticed:
1. There is no way to summon a succubus, I get a minotaur crystal from them.
2. Robot enemies self annihilate. It that intentional?
3. Range of enemy attacks is unclear and doesn't correspond to visuals
To end on a pleasant note:
1. Music is great
2. The visuals and VFX mmmm

3. The fact that without summons you just die is hardcore, but also adds a bit of a progress curve. On a new playthrough I had to lure one enemy and hope that they drop a crystal, it was nice.
The main issue that I have is how the enemy attacks work. It's incredibly difficult to dodge the attacks when there's almost no telegraph for them. I'd suggest slowing down the anticipation on their attack animations and making sure that the hit detection only gets enabled once the attack actually comes out. Locking enemies into place during the attack will also help make their attacks feel less janky.
That said, I'm super impressed by the amount you all got done during the jam. So many 3d models, animations, audio, and game mechanics. Well done!
The game was a bit difficult to understand. I was unsure of what I was supposed to do and why via the design. I knew what to do with the familiar controls/perspective, but there's no indication of how long your summon lasts, if that summon joins you to the next room, etc. During my first playthrough, I died upon entering a different room (fighting enemies) from the starting/tutorial room, so I naturally restarted and pushed through a different door to see what it was all about.
When upgrading at the second "shop" room, I didn't really know what each summon was useful for or what direction I should take. At one point I had 8 gems to upgrade, but when I spent 4 and had 4 available, the "costs 4" upgrade button was greyed out for some reason.
Everything sounds and looks great, but I think a small bit of UI polish and hitbox refining would make this even better.
It's a very impressive entry. Great work to your whole team for churning this out in such a short time. :)