The Summoner's Trial by Avaclava
Select The summon you want (scroll or press 123) and left click. new summons can be gained by leveling up
after selecting a summon draw the summon symbol by connecting the dots
enemies after being defeated drop XP, collect it to lvl up and get new summons or abilities
Summons have a skull in the corner of their card upgdares have a green arrow
enemies have a chance of dropping a single use spell book. you pick it up with 'E' and use it with 'Q'
| Link | https://avaclava.itch.io/the-summoners-trial |
| Original URL | https://ldjam.com/events/ludum-dare/55/the-summoners-trial |
Ratings
| Overall | 113th | 4.088⭐ | 42🧑⚖️ |
| Fun | 163th | 3.949⭐ | 41🧑⚖️ |
| Innovation | 190th | 3.85⭐ | 42🧑⚖️ |
| Theme | 50th | 4.41⭐ | 41🧑⚖️ |
| Graphics | 503th | 3.825⭐ | 42🧑⚖️ |
| Audio | 457th | 3.432⭐ | 39🧑⚖️ |
| Mood | 523th | 3.618⭐ | 40🧑⚖️ |
| Given | 34🗳️ | 86🗨️ |
Also, I love that the liens resemble the creature you will summon. <3 for the fishy
Some small thoughts I had while playing were to have the input key displayed when picking something up and on the UI for the book. Full disclosure though I didn't read the page before playing and just thought the books were a passive system. I did end up going back and reading the page and found out you can use the books which ended up making living longer wayyy easier.
I also would have liked some way of knowing I had enough mana to summon without looking at the mana bar and guessing how much mana it costed, maybe a color change on the player's book or an icon on the cursor of the current summon appears. I ended up just mashing left click.
Fun game, well done
Absolutely amazing job you guys!!
I did have a really hard time reading the UI of the summoning mechanic at first - Even though the dot that you currently needed to move towards had a big glowing red circle around it, my eyes kept landing on the other marker which showed where you were needed to go *after* the current dot. I'm not sure why my brain kept skipping over the big glowing red icon (and it is probably a *me* problem,, rather than a UI problem), but I figured I'd pass along the feedback - It might have been a little bit clearer to only indicate which dot the player immediately needed to mouse over.
Overall though, nice job! :)
The game is a bit messy, though, as we have to draw spells and dodge the ennemies at the same time, while the invocations does not protect the player as much as attacks in similar games (cause they can't be controlled and won't necessarily attack the closest ennemies). It's especially true for the archers (arrows are hard to see behind the invocation UI), and with the fast ennemies that stick to the player until he dies while the invocations are attacking something else.
The single use spell are not convenient to use too. IMO it would have been better to cast them immediatly when picked (like in vampire survivor). There is already enough things to manage.
The graphics and animations are simple but well made and consistent, with an impressive polish for a 3 days jam.
Overall it's a very good entry, congratulation!
@anifan-gelati the balance was the last thing we were implementing kind off so it came out a bit janky, the "dog" enemy and archers in particular are the biggest problem from what we have gathered.
It does get pretty hard pretty fast so my celebration was shortlived
The combination of pattern drawer overlaid with a bullet hell is pretty effective. I find it challenging, in a good way (that challenges many parts of my brain and hands at once). The only thing that felt unfair (and seemed to block me from getting beyond Lvl 2 or 3) was the grey guys that moved faster than I did. Once they started spawning, it was pretty much game over unless I had really optimized my start.
You could experiment with other difficulty curves that allow the player to build up more upgrades before turning on the "big guns".
Really fun game though!