Illegal Summonings by FFenril
tl;dr link: Play the game on itch.io!

Description
Illegal Summonings is a short game in which you investigate summonings to find out whether or not conjurers have respected the pacts they made with demons.
You can visit the scene of a conjuring, on which time has stopped, and you need to point out whether the contract was broken or not!
It is a very short game that should take you around five minutes to play.
The game is played with keyboard and mouse, and controlled like a FPS (WASD to move).

About
Hi! I’m 35, I’m French and this is my very first Ludum Dare!
So of course I totally overscoped when developing this: I had plans to build around five levels increasing in difficulty, but I only made two, and didn’t have the time at all to think about harder riddles.
Not everything went according to plan (including stuff that does not look as good in WebGL as it did in Unity), but I’m quite happy I’ve finished something, even if it is smaller than I intended.
As a fan of investigation games, I feel like this allowed me to test the waters to try making one!
I used a lot of assets to make this (that allowed me to create something that fits the mood). The list of credits can be found on the itch.io page.

Thank you for playing!
| Itch.io | https://ffenril.itch.io/illegal-summonings |
| Original URL | https://ldjam.com/events/ludum-dare/55/illegal-summonings |
Ratings
| Overall | 160th | 4⭐ | 30🧑⚖️ |
| Fun | 258th | 3.804⭐ | 30🧑⚖️ |
| Innovation | 39th | 4.196⭐ | 30🧑⚖️ |
| Theme | 4th | 4.607⭐ | 30🧑⚖️ |
| Humor | 293th | 3.556⭐ | 29🧑⚖️ |
| Mood | 79th | 4.196⭐ | 30🧑⚖️ |
| Given | 18🗳️ | 30🗨️ |
This is my first LD too! Welcome welcome.
The intro was a bit long for me but man this is the beginnings of something really cool. I would love to play more levels. You should def continue working on this project post-LD.
What you've got here is super impressive, although it does require a huge amount of content for a very short amount of gameplay. I could see this being a really engaging game mechanic in a bigger game, where they can use the assets/environments they already have to be able to make lots of different puzzles without needing to make new assets each time.
I definitely wanted to play more once I got to the end, although I did wonder if it'd be more engaging if there wasn't always exactly one thing wrong, that you get a better score if you get all the checkboxes right. As it currently was, all I needed to do was see the one thing wrong and then not check anything else.
...to be fair with the second puzzle I didn't see that one thing until after I'd counted everything in the room, so I think you did already think about that. Either way, really cool entry, with a super original idea!
P.S. So far this game has the best opening
@joeshanahan I will definitely add multiple choices in the future, or think of more complex ways to answer! And yes, I *did* hope you’d count every character in the level before finishing it :)
@rockers I’ve debated about letting players skip the intro, but 1- No time, didn’t want to slap a button on it and didn’t want to have people skipping it by mistake, because 2- I’m kinda proud of it and want everyone to see that intro! :grin: (but I understand it’s a bit long-winded, sorry :))
https://www.youtube.com/watch?v=Bvw31U45lSg
In the meantime, thank you for playing! ^^
I brute forced the last one and had to come back to what was the logic behind the solution.
Good job! Do make the later levels as well.
For the second puzzle, as much as I thought the scene setting was amazing, the actual solution felt like a let down because it didn't involve investigating the cool scene - It was dissatisfying that the answer ended up being to ignore the battle and instead look behind a rock to notice the ghost. It would have been a lot more fun if the rules were less about whether or not you spotted a critical piece of information, and more about whether or not you understood the story being told by the diorama. As an example, instead of the rule being, "No Ghosts", it could be, "You must be the last member of your adventuring party left standing" - Suddenly the player would need to understand what was happening in the fight, instead of simply looking for certain objects against a cool-looking backdrop.
My only other feedback is that it's important to add a sensitivity slider for the player's turning speed when making an FPS, because of how different each person's setup can be. With my mouse settings, moving my mouse about 2.5cm would cause me to do a complete 180, which made exploring each scene more difficult than necessary.
Overall though, I thought this was really good, and the only reason that I have so many opinions to offer is because the game drew me in enough to make me care about it! It was really innovative, really interesting, and really well put together, and it is especially impressive as a first time jam game! Great job!
Other than that, there should probably be some sort of consequence for being wrong? Not sure about this but otherwise I assume you could just guess until you get it right? I didn't guess but I did get it wrong once.
@aviv-levy There is currently no consequence for being wrong. If I were to develop this, I think I’ll explore more combinatory solutions (see also my next answer), to avoid having the player just be able to try them one by one. I’m not sure I want to punish player for failing to understand levels in future iterations, but I’d like to make sure they can’t just bruteforce it :)
@koolruz In a later version, I do believe I’d like to make use of both having the player noting small details (like the ghosts) and having to get a good understanding of the scene to build cool questions. Instead of just 1 choice, it’d be like 10 questions, and you’d have to answer all of them correctly to validate the level!
And I’m aware of the mouse sensibility issue (I’m not actually a FPS game player so yeah, I may have overdone it ^^’), I will fix it in a post-jam version of the game!
I agree with koolruz's feedbacks here. I hadn't noticed the ghost, it was the last option I tried in the second level.