Summoner Chess by seurimas

[raw]
made by seurimas for Ludum Dare 55 (COMPO)

Web build audio (prefer the download)

The audio in the web build is currently very testy, until I can convert all the .wav files to .mp3. You might be fine, if you have a fast enough PC, but any lag can cause the whole thing to get very choppy. If that happens, please mute and skip grading Audio; or, use the download version.

Summoner Chess

"Summoner Chess" is a simple Auto-battler, like Dota Auto-Chess or Hearthstone Battleground.

Each round, place your known summons, up to your mana limit. Press enter to start the battle, and then your minions have it from there.

There are 6 tribes, with different strengths and weaknesses.

There are no penalties for losing all but the final battle. If you beat the Necromancer, you can receive your Summoner Runes for Summoner Battles.

Mini post morten

I share with you a selection from my notes: Timeline: 0 -> 1: Brainstorming and board setup 1 -> 2: Basic board interactivity 2 -> 4: Summon board Sleep - zzz 12 -> 16: Round 1: FIGHT (3 minions fighting, with a winner) 16 -> 24: Mana, gold, and other economy bits 24 -> 28: Polishing up the basics, preparing for big content push Sleep - zzz 36 -> 40: Minion rush! Wave rush! 40 -> 44: Complete the game flow, start to balance things 44 -> 48: Repository waves? Still in minion rush? Who knows!

44 -> 48 turned out to be 44 -> 46, and it was devoted to ripping the copy/paste rune mechanic from my LD53 entry and applying it to this. I really, really liked the idea of fighting other people's boards. The other option would have been to standup a small server to accept and collate some sort of competitive ladder, but that was a bit more work than I had time for.

36 -> 40's big win was using behavior trees for everything. I was surprised by how quick it was to throw together a couple dozen unique-ish minions!

Summoner Battles

When you've beaten Story mode, you can receive a bunch of runes. These will magically appear in your clipboard when you press the button. You can share those runes here and other players can then copy them and compete against your carefully crafted summons! It's a little unfair, but still fun!

My runes:

After completing the story, copy these to your clipboard and press the button for summoner battles. Instead of the Necromancer's army, you'll face off against my own!

I also go into the creation of these runes in my blog: Futhark Encoding

Undead focused: ᛃᚺᚠᚺᚠᚢᚱᚠᚱᚦᚢᚷᛏᚢᚺᚠᚢᚡᛖᚺᚠᚢᚱᚠᛃᛖᚠᚱᛏᚠᛇᚾᚷᚠᚢᚦᚠᚢᚱᚠᛉᚤᚠᚱᛏᚠᚡᚾᚱᛏᚠᚦᚠᚹᚾᚠᚦᚺᚠᚧᚱᚱᛇᚠᚲᛏᚠᚦᛏᚢᛒᚠᚦᚺᚠᚧᚱᚨᚺᚠᚢᛏᛗᛚᛏᚢᚠᚠᚦᚺᚠᛏᚱᚢᚺᚠᚢᚠᛖᚦᚠᚢᚱᚠᚺᚦᚨᚷᚠᚠᚺᚠᚢᚠᛖᚦᛏᚠᚱᚠᚺᛁᚠᚱᛏᚠᛇᚺᛉᚠᚢᛉᚠᚢᚱᚠᛜᛁᚢᚱᛏᚠᛚᛁᚢᛏᚠᚦᛏᛁᛜᚠᚢᚺᚠᚷᚱᚾᚱᚢᚷᚠᚠᚦᛏᚨᚾᚠᚦᚺᚠᚧᛚᚢᚺᚠᚢᛏᛗᛉᚠᚢᚱᚠᛉᛖᚠᚠᛏᚠᚧᚺᚲᛏᚠᚦᚠᚹᚲᚠᚦᚺᚠᚧᚱᚨᚺᚠᚢᛏᛗᚺᚠᚢᚱᚠᛉᛖᚲᚷᚠᚠᚺᚠᚢᚠᛚᛁᚠᚢᚱᚠᛏᛁᚠᚱᛏᚠᚠᛁᚡᚠᚢᛁᛏᚠᚱᚠᛏᛁᚠᚦᛏᚠᚠᛁᚨᛏᚠᚦᚠᚺᛈᚠᚠᚺᚠᚷᚲᛈᛚᚠᚨᚺᚠᚦᛏᚾᛜᚠᚦᚺᚠᚠᛜᚠᚺᚠᚢᚠᛚᚷᚠᚢᚱᚠᛏᛖᚠᚱᛏᚠᚧᚺᚪᚠ

Fairy focused: ᛃᛏᚠᚠᚠᚢᚱᚠᛃᛁᚠᚱᛏᚠᛇᚾᚱᚡᚠᚺᛏᚠᚱᚠᛃᚦᚢᚱᛏᚠᛏᛁᚲᚺᚠᚦᛏᚲᚣᚠᚦᚠᚠᚱᛏᚠᛚᛁᚹᛏᚠᚦᛏᛁᚢᚢᚨᚠᚠᚱᛏᚠᛇᚾᚷᛏᚠᚦᚠᚾᚾᚠᚦᚺᚠᛞᚱᚲᛇᚠᚨᛏᚠᚦᚠᚨᛒᚠᚦᚺᚠᚺᚲᚢᚺᚠᚢᚠᛜᚡᚠᚦᚠᚠᚦᚺᚠᛇᛚᚦᚺᚠᚢᚡᛖᛇᚠᚢᚱᚠᛃᛁᚠᚱᛏᚠᛏᛁᛉᚺᚢᛁᚠᚢᚱᚠᚲᚦᚢᚦᛏᚠᛇᚾᚷᛏᚠᚦᚠᛁᛒᚠᚦᚺᚠᛁᛚᚦᚱᚠᚢᛏᛒᚺᛒᚦᛇᚠᚦᚺᚠᚺᛜᚠᚱᚠᚢᚡᛖᚱᚠᚢᚱᚠᛊᛖᚠᚦᛏᚠᚡᚺᚢᛏᚠᚦᛏᚦᚣᚦᚷᚡᚠᚦᛏᚠᚡᚺᚨᛏᚠᚦᛏᚦᚾᚠᚦᚺᚠᚺᚲᚦᚱᚠᚢᚡᛖᚱᛏᚠᚱᚠᛃᚦᚢᚱᛏᚠᚧᚾᚡᚺᚢᛁᚠᚢᚱᚠᛚᚤᚠᚱᛏᚠᚧᚾᚱᚠᚠᚦᛏᚢᛒᚠᚢᚺᚠᛇᚱᚦᚺᚠᚢᚺᛒᛚᛒᚨᛚᚠᚦᚺᚠᚺᛜᚢᚺᚠᚢᚺᛒᚠᚠᚢᚱᚠᛃᚦᚢᚠᛏᚠᛇᚺᚱᚺᚠᚦᚠᚨᚢᚠᚢᚺᚠᛞᚱᚦᚺᚠᚢᚡᛗᚧᚢ

Angel focused: ᛃᚺᚠᚷᚠᚢᚱᚠᚱᚦᚢᚦᚠᚢᚺᚠᚢᛏᛖᚺᛏᚠᚠᚠᚠᚺᚠᚦᚲᚨᚺᚠᚲᛏᚠᚦᚠᛁᛜᚠᚠᚺᚠᚦᚲᚱᚺᚠᚲᚺᚠᚦᛏᚷᛒᚠᚢᚺᚠᚺᚱᚷᛇᚠᚨᚠᚠᚦᛏᚾᛒᚠᚢᚺᚠᚤᛚᚢᚺᚠᚢᛏᛖᚧᛏᚢᚺᚠᚠᚺᚠᚤᚱᚢᚺᚠᚢᚺᛒᚦᚠᚠᚱᚠᛈᚦᚲᚺᚠᚢᚠᚠᚢᚺᛗᚷᚠᚢᚱᚠᚲᚤᚠᚠᛏᚠᛚᚾᚱᚠᚠᚦᛏᚾᚣᚦᚱᛏᚠᚠᛏᚠᛚᚾᚨᛏᚠᚦᛏᚹᛈᚠᚠᚺᚠᚤᚱᚦᚠᚠᚢᚡᛚᛏᛒᚦᚺᚠᚠᚺᚠᚤᛚᚢᚠᚠᚢᚺᛗᚺᚠᚠᚱᚠᛗᚤᚠᚱᛏᚠᚺᚾᚦᛏᚠᚦᛏᚱᚾᚨᚱᚡᚠᚠᛏᚠᛚᚾᚱᚺᚠᚦᚠᚷᛒᚠᚠᚺᚠᚤᚱᚦᚺᚠᚢᚺᛖᚧᚢ

Post jam notes

After the build, I noticed a few minions and waves had bad values (copy-paste errors from the content rush). These have been fixed in all versions, as the results were nonsensical (max power units costing 1 and the final boss not actually spawning) and sometimes unplayable (additional crash fixes).

Ratings

Overall 147th 3.583⭐ 20🧑‍⚖️
Fun 146th 3.5⭐ 20🧑‍⚖️
Innovation 167th 3.361⭐ 20🧑‍⚖️
Theme 141th 3.722⭐ 20🧑‍⚖️
Graphics 272th 2.917⭐ 20🧑‍⚖️
Audio 149th 3.281⭐ 18🧑‍⚖️
Mood 163th 3.389⭐ 20🧑‍⚖️
Given 19🗳️ 4🗨️

Feedback

byazzle
15. Apr 2024 · 03:11 UTC
Cool jam entry! I got my runes but couldnt work out how to battle others?
I love an autobattler, nice work in pulling this together in such a short time! Would've loved to see more consequences/rewards for choosing your summons in subsequent rounds. And the dialog using 'enter' to progress and also for commencing battle stung me :(
Overall though, good cohesive game, sound and art worked well.
ᛃᚺᚠᚷᚠᚢᚱᚠᚱᚦᚢᚦᚠᚢᚱᚠᚢᚠᛒᚺᚠᚢᚠᚠᚢᚺᚠᛚᛚᚨᚱᚠᚢᚠᛒᛏᚠᚦᛏᚠᚦᚺᚠᚷᚲᚢᚺᚠᚢᚺᛖᚷᚠᚢᚱᚠᛗᛁᚢᚱᛏᚠᛇᛁᛁᚡᚠᚠᚠᚢᚱᚠᚾᛁᚠᚱᛏᚠᚱᚾᚢᚺᚠᚦᛏᚱᛒᚢᚨᚺᚠᚱᛏᚠᛚᚾᚦᛏᚠᚦᛏᚱᛈᚠᚦᚺᚠᚷᚲᚹᚱᚠᚲᛏᚠᚦᛏᚾᚾᚠᚲᚺᚢᚱᛏᚠᛇᛁᚱᛏᚠᚦᛏᚷᛒᚠᚢᚺᚠᚷᛜᚢᚺᚠᚢᚺᛗᛁᛏᚠᚱᚠᛗᛖᚲᚷᚠᚦᚺᚠᚢᚺᛗᚷᚠᚢᚱᚠᛈᛁᚢᚱᛏᚠᛚᚾᚡᛏᚢᛁᚠᚢᚱᚠᛈᚦᚢᚱᛏᚠᚱᛁᚱᚺᚠᚦᚠᛁᛈᚠᚦᚺᚠᚦᛜᚢᚱᚠᚢᚠᛜᛁᛏᚠᚱᚠᛚᛖᚷᛁᚠᚦᚺᚠᚢᚺᛗᚱᚠᚢᚱᚠᛈᚦᚢᚦᛏᚠᛏᚺᚨᛏᚠᚦᛏᚷᛈᚠᚢᚺᚠᚷᚲᛊᚠ
🎤 seurimas
15. Apr 2024 · 03:51 UTC
@byazzle Thanks for the great feedback! To battle others, you take a set of runes like you shared, copy them to your clipboard, and then click the button on the main menu. It's a little janky, but there wasn't enough time to stand up a simple server to handle it for you. Plus, I like the aesthetic of sharing runes, and I'll re-use that bit of code every chance I get. Sorry about the 'enter' thing :(
wilsk
15. Apr 2024 · 09:52 UTC
A very impressive piece of work for 48 hours! It was a little small on the web build but I guess if I wasn't overly cautious I'd download the desktop build and it would be larger :laughing:
kroltan
15. Apr 2024 · 15:11 UTC
That's some excellent Compo work! The sound effects are very on point, I love that victory jingle. A complete game, and a fun one at that!

I did crash when trying to select the 3-mana ranged angel (I forgot the name sorry), and the text was very tiny for my terrible eyes, I would have appreciated being able to resize the window to scale (even at the expense of the pixel art)

Trying again with a debug build to see if I get a backtrace.
kroltan
15. Apr 2024 · 15:18 UTC
Actually, it happens consistently at the end of wave 3:


```sh
thread 'Compute Task Pool (2)' panicked at src/flow/mod.rs:66:18:
called `Option::unwrap()` on a `None` value
stack backtrace:
0: rust_begin_unwind
at /rustc/25ef9e3d85d934b27d9dada2f9dd52b1dc63bb04/library/std/src/panicking.rs:647:5
1: core::panicking::panic_fmt
at /rustc/25ef9e3d85d934b27d9dada2f9dd52b1dc63bb04/library/core/src/panicking.rs:72:14
2: core::panicking::panic
at /rustc/25ef9e3d85d934b27d9dada2f9dd52b1dc63bb04/library/core/src/panicking.rs:144:5
3: core::option::unwrap_failed
at /rustc/25ef9e3d85d934b27d9dada2f9dd52b1dc63bb04/library/core/src/option.rs:1978:5
4: core::option::Option<T>::unwrap
at /rustc/25ef9e3d85d934b27d9dada2f9dd52b1dc63bb04/library/core/src/option.rs:931:21
5: LudumDare55::flow::show_next_wave
at ./src/flow/mod.rs:61:31

# A lot of Bevy stacks, omitted because of the comment length limit

note: Some details are omitted, run with `RUST_BACKTRACE=full` for a verbose backtrace.
Encountered a panic in system `LudumDare55::flow::show_next_wave`!
Encountered a panic in exclusive system `bevy_ecs::schedule::state::apply_state_transition<LudumDare55::state::GameState>`!
```
🎤 seurimas
15. Apr 2024 · 15:52 UTC
@kroltan Thanks for the stacktrace and the great feedback! I did fix a few crashes while getting the web build working, though I don't remember if there was a problem with that method in particular. In any case, I've updated the downloads to match the web build. Hopefully that'll fix it.
CamD67
16. Apr 2024 · 03:33 UTC
That was a fun auto-battler! It got a little glitchy when doing the fast-forward, but still worked! It would've been fun to battle others immediately instead of having to get to the end again. Like an "arena" mode.

Also the idea of using rune text to share is a really clever idea, especially for a jam game

My final runes
ᛃᛏᚠᚷᛏᚠᚱᚠᛉᛁᚠᚦᛏᚠᚡᚾᚱᛏᚠᛁᚠᚠᚱᚠᚱᚦᚢᚦᛏᚠᚡᚾᚷᚡᚠᚦᛏᚠᚱᚠᛉᛖᚠᚠᛏᚠᛏᚺᚢᚠᚠᚦᛏᚾᚢᚢᚱᚡᚢᚠᛏᚠᛇᛁᚷᚠᚠᚦᛏᚾᚣᚠᚢᚺᚠᚺᚱᚨᚺᚠᚢᛏᛗᛚᚠᚨᛚᚠᚦᚺᚠᚧᛚᚦᚱᚠᚢᚡᛚᛇᛏᚠᚱᚠᛗᚤᚢᚦᛏᚠᛇᛁᚷᛏᚠᚦᚠᚹᚩᚠᚦᚺᚠᚧᚱᚷᛚᚠᚢᛏᚠᚦᚠᚱᚲᚠᚢᚺᚠᚷᚲᚠᚺᚠᚢᚠᛖᚠᚠᚠᚱᚠᛗᚦᚠᚦᛏᚠᛇᛁᛉᚡᚢᚷᛏᚠᚱᚠᚾᛖᚢᚠᛏᚠᛇᛁᚲᚺᚠᚦᛏᚱᛈᚠᚠᚺᚠᚷᛜᚦᚠᚠᚢᚡᛚᚺᛏᚠᚱᚠᚾᚦᚢᚠᛏᚠᛇᛁᛚᚠᚢᚷᛏᚠᚱᚠᛇᚤᚠᚱᛏᚠᚱᚾᚱᛏᚠᚦᛏᚱᚾᚠᚦᚺᚠᛖᚱᛃᚠᚢᚱᛏᚠᚦᚠᚹᚣᚠᚦᚺᚠᚧᚱᚦᚱᚠᚢᚠᛗᚱᚠᚢᚱᚠᛉᚤᚠᚱᛏᚠᚡᚾᚲᛏᚠᚦᚠᚹᛈᚠᚢᚺᚠᚧᛚᚦᚱᚠᚢᛏᛗᛏᚢᚨᚱᚠᚦᚺᚠᛚᚱᚢᚱᚠᚢᚡᛚᚷᛏᚠᚱᚠᛇᛁᚠᚦᛏᚠᛇᛁᚨᛏᚠᚦᚠᚲᚾᚠᚦᚺᚠᛚᚱᛈᚧᚠᚢᛏᚠᚦᚠᚲᚾᚠᚢᚺᚠᚷᛜᚢᚱᚠᚢᚠᛗᚺᚠᚢᚱᚠᛁᚤᚠᚱᛏᚠᚺᚾᚱᚺᚠᚦᛏᚾᚾᚠᚦᚺᚠᛚᚱᛊᚠ
Imbajoe
16. Apr 2024 · 03:34 UTC
Awesome game. I was playing alongside some friends and we were hoping to get the chance to battle our final compositions, but it seemed like you have to run through the game again? Were a bit disappointed by that, but kudos on the rest. Having a large unit pool to select from is always fun, ended up with a squad of skeletons in the front taking hits for the 3 cost heavy hitting fairies.
Imbajoe
16. Apr 2024 · 03:34 UTC
Sorry, double posted my comment
cheesepencil
16. Apr 2024 · 03:38 UTC
Cool compo entry! Maybe I didn't read the tut closely but it wasn't obvious that `enter` would start the fight... i was stuck at the placement screen for a while haha
🎤 seurimas
16. Apr 2024 · 04:04 UTC
@camd67 @imbajoe I hadn't even thought of that, whoops! Maybe I'll add a post-jam option to do a head-to-head battle. Thanks for the feedback!

@cheesepencil Oops! Yeah, if I had had a little more time, I really wanted to put some UI elements in the scroll to indicate the other keys (backspace for removing and enter for starting). Alas. Thanks for the feedback!
VortexB
17. Apr 2024 · 22:01 UTC
Wow a lot of depth in this one. A lot of ways to play and a lot of optimizations I'm sure. I tried using some of the synergies and mechanics but ended up just picking anything that had the same keyword. Some way to better communicate this info would go a long way. Still had a blast playing, nice job


ᛃᛏᚠᚦᚠᚠᚱᚠᛉᚦᚠᚠᛏᚠᚡᚾᚱᛏᚠᛁᚠᚠᚱᚠᚺᚦᚠᚱᛏᚠᚡᚾᚷᚡᚠᚷᚠᚠᚱᚠᚺᚦᚢᚦᛏᚠᛏᛁᚦᚠᚠᚦᚠᚹᚢᚢᚨᚠᚢᚱᛏᚠᚡᚾᚱᚺᚠᚦᚠᚦᛈᚠᚦᚺᚠᛏᚱᚲᛇᚠᚠᚠᚠᚦᚠᚦᚲᚠᚦᚺᚠᛚᚱᚠᚺᚠᚢᛏᛖᚡᚠᚦᛇᚠᚢᚺᚠᚺᚱᚢᚺᚠᚢᛏᛖᛁᛏᚠᚱᚠᛗᚦᚢᚱᛏᚠᚺᚾᛉᚺᚢᛇᛏᚠᚱᚠᛗᛁᚢᚦᛏᚠᛏᚺᚲᛏᚠᚦᚠᚲᛒᚠᚦᚺᚠᛚᚱᚨᚺᚠᚢᚺᛚᚺᚢᚦᛇᚠᚢᚺᚠᚤᛚᚢᚠᚠᚢᚡᛚᚱᛏᚠᚱᚠᛒᚦᚢᚦᛏᚠᚱᛁᛞᚺᚢᚷᛏᚠᚱᚠᛗᛁᚢᚱᛏᚠᚱᛁᚱᛏᚠᚦᚠᚲᛒᚠᚢᚺᚠᚤᛚᚢᚺᚠᚢᛏᛖᛏᛒᚦᛇᚠᚢᚺᚠᚦᚲᚦᚠᚠᚢᛏᛖᛁᛏᚠᚱᚠᛒᛁᚢᚠᛏᚠᛇᛁᚱᚺᚠᚦᛏᚷᚾᚨᚷᚡᚠᚠᛏᚠᚱᛁᚱᚠᚠᚦᛏᚷᛈᚠᚢᚺᚠᛚᚱᚨᚠᚠᚢᚡᛚᛁᚠᚠᚱᚠᛒᚦᚢᚦᛏᚠᚺᚾᚪᚠ
rasblo
23. Apr 2024 · 18:07 UTC
Great implementation of an auto-battler which is obviously a great use of the theme! Impressive amount of systems and tribes/units you got done in a weekend. ABSOLUTELY LOVE the rune mechanic to face other summoners, really inspired. Although I have no army for you as I picked the least optimized build..
Utopia
28. Apr 2024 · 20:53 UTC
Virtue is so IMBA lol.
Given the limited of the time, this game is great and fun, if there is any way to speed it up it will be nicer.
ᛃᚺᚠᚺᛏᚠᚱᚠᚱᚦᚢᚱᛏᚦᚠᚠᚢᚠᛒᛇᚠᚠᚱᚠᛗᛖᚢᚱᛏᚠᚠᚠᚢᚠᛒᚦᛏᚠᚱᚠᛁᚦᚦᚱᛏᚨᚱᚠᚢᚺᛚᛉᚠᚠᚱᚠᚱᛖᚦᚷᚠᚠᚠᚠᚢᚡᛚᚠᚠᚢᚱᚠᚾᚦᚠᚦᛏᚠᚱᛁᛇᚡᚠᚠᚠᚠᚱᚠᛒᛁᚠᚠᛏᚠᛏᚺᚢᚺᚠᚦᛏᚱᚣᚢᚱᛏᚠᚠᛏᚠᛚᚾᚨᚠᚠᚦᛏᚺᚲᚠᚢᚺᚠᚷᛜᚢᚱᚠᚢᚺᛖᚺᚢᚦᚠᚠᚠᚺᚠᚦᚲᚢᚱᚠᚢᚺᛖᚦᛏᚠᚱᚠᛁᛁᚠᚠᛏᚠᛚᚾᛞᚡᚠᚠᚠᚠᚱᚠᛇᛖᚠᚠᛏᚠᛚᚾᚢᚠᚠᚦᛏᚺᚢᚨᚱᚺᚠᚦᛏᚠᚱᛁᚢᚠᚠᚦᛏᚷᚢᚠᚢᚺᚠᚡᚱᚠᚺᚠᚢᚡᛖᛚᛒᚦᚠᚠᚠᚺᚠᚤᛚᚠᚱᚠᚢᚺᛗᚠᚠᚢᚱᚠᚾᚦᚠᚦᛏᚠᚱᛁᚢᚠᚠᚦᚠᚦᚣᚨ
LDJam user 364744
28. Apr 2024 · 21:04 UTC
hmm, accumulated slowdown in the web build made it so i had to quit when i had about 13 mana

interesting game! i haven't played a chess-style auto battler so the mechanics are a little hard to get. i just kinda spammed angels and it seemed to work well.

the graphics are effective, i only wish the game could be controlled entirely with mouse, but that's understandable for a jam game. great work!
ugly_robot
29. Apr 2024 · 00:11 UTC
Awesome and fun! Very satisfying to build a team synergy, and to learn the different classes and their abilities. I like how the undead/fairy/angel meshes with the support categories - felt well thought out and allows for solid, foreword thinking strategy making (which is, as many of us know, shockingly hard when designing a jam game). Thank you for the QOL - adding the speed-up ability, and allowing deleting of placed troops, etc - felt very polished. THe audio chirps were cute and fitting, and the spritework surprisingly well done for a compo. A really solid, all-around excellent entry. Great work!

Loved that you were able to fit the eldarfuthark in this game as well - I remember it fondly from a previous jam!