The Acolyte's Handbook by ditam
Follow spells from The Handbook to summon demons.

Each spell is made up of a configuration of candles you have to set up, and 3 magic words you have to type. Only when all of the candles' order, layout, and the spelling of the magic words is correct, will you see the summoned demon appear.

Currently there's only one game mode: a timed challenge to summon 6 randomly selected demons. Your score and time are displayed only at the end: copy and share yours in the comments below!
Best scores (from the comments)
- @thelastslowpoke 5330
- @monica 4280
- @ian-mcd 3660
- @noobman64 3520
| Link | https://github.com/ditam/ld55-summoning-game |
| Link | https://tamas.xyz/ld55-summoning-game/ |
| Original URL | https://ldjam.com/events/ludum-dare/55/the-acolytes-handbook |
Ratings
| Overall | 1067th | 3.058⭐ | 28🧑⚖️ |
| Fun | 1146th | 2.673⭐ | 28🧑⚖️ |
| Innovation | 641th | 3.304⭐ | 30🧑⚖️ |
| Theme | 108th | 4.296⭐ | 29🧑⚖️ |
| Graphics | 849th | 3.286⭐ | 30🧑⚖️ |
| Humor | 924th | 2.432⭐ | 24🧑⚖️ |
| Mood | 472th | 3.679⭐ | 30🧑⚖️ |
| Given | 33🗳️ | 37🗨️ |
I'm looking forward to receiving your feedback, especially about the handbook as a game mechanic. I'm working on a larger game that features a similar manual that you have to repeatedly consult (or eventually learn by heart), so if anyone has any strong thoughts about the mechanic, do share, and don't pull your punches.
Share your final scores below!
In the upcoming couple of days I'll try to add a basic in-game tutorial, so you can just jump in without having to read this submission page.
Sorry brother
Overall great idea, congrats!
This is cute. I could see it being a fun memory game with more polish and pressure. The art is nice and it mostly feels good to play. The chanting is very satisfying.
Notes:
1. Text is very dark and low contrast. It was hard to see things.
2. I would have liked to be able to turn the pages with the keyboard. Don't know if I missed it or if it isn't there.
My final score was 3520 (7 attempts at 247 seconds)
As you were asking for the mechanic of the almanac:
The looking up stuff can lead to nice game mechanics like your game presented here, but you need to keep the organisation of the book in mind. If there were more entries, the clicking through would be to tedious and probably would become pretty annoying over time.
For this little game it's fine, but for more entries I would be frustrated to navigate with the arrows.
The art is simple but fitting and i liked it. Only the Book itself felt a bit lacking in comparison to all the other assets. Some light texturing (like the spot of the summoning) would probably make the book feel less out of place, but its just a minor thing.
Overall I found it enjoyable and actually played two rounds of it, good job.
Very cool vibes. I love the style you went for.
For some reason capital letters are hard to type. Actually, the game doesn't feel very responsive to typing in general, which is kinda frustrating in a game that wants you to type fast. I don't care though.
Great job on delivering something cool in this limited time you had!
Keyboard delay made it a bit inconvenient, but that's a small problem.
Thank you for your game!
* holding shift to type has some kind of delay. It would constantly get me lower case first, unless I hold shift for a second or two, not sure why (though later I noticed that it doesn't mater anyway)
* I tried to click the book multiple times instead of pressing tab. Its quite strange that some things made by mouse, some by keyboard and they don't mix (even though feels they could be mixing, like click on the book to open it).
* There are no tip to press enter to trigger the summon.. I thought I am doing something wrong at first.
* Black text on dark blue is really hard to read! There could be something to make test pop a bit more. Especially at the first screen before we are already in the game.
Other than that - loved the idea, look and mood of the game! Sounds were great too!
Sound and graphics work very well together to set the mood.
Of course, with more time, there could be some extra things in it, such as have something "fun" happen when you get the magic words or candle order wrong ("fun" to be defined :) ). The one tiny thing I noticed that would improve UX is that the book could "rotate", i.e. when you're at the last page and you click right it could go back to the first.
I'm sure you've thought of those things already of course, and refinements not being there if you basically had one day is not surprising. Good job!
@cmakota mic capture with spoken words is an intriguing idea. Maybe with the right speech recognition library pulled in it could even fit into the Jam's confines. On the other hand, I can also see it ruining any serious atmosphere in exchange for some bonus points in innovation. But I'd love to try playing a game like that.
@valentinwb - you're absolutely right in that there's really no reason not to have both the book and the play area open at the same time. It was more of a game design decision to not do them side by side: I really wanted the action of consulting the handbook to be heavy and meaningful, both to build atmosphere, and to hopefully motivate players to learn some spells by heart. But as I mentioned in my top comment, I'm carefully reviewing the handbook mechanic itself, and what you're saying feels like a very reasonable request.
@kallico - Having "meaningful" runes or some sort of logic to the words was very much on my roadmap, but it was one of the first things to go when I faced time constraints. For example, I figured that changing single words could unlock more powerful versions of the same creature (reusing assets for these would have been a neat jam-friendly bonus). Most importantly, this would allow for a "discovery mode", where you can guess valid summon phrases that are not yet in the handbook - my first concept had a handbook with mystery pages that you had to unlock/fill. But the scope had to be cut heavily, so instead we ended up with these nonsensical but moderately funny one-liners :)
@klemen - Thanks! Re: seeing more, I always dream up post-jam versions of my submissions, to which I never get around... but never say never!
So this was a balancing act between forcing the handbook to be in the focus, while not being so annoying to destroy gameplay. But for the general case (and the other title I'm working on) for this handbook mechanic, I'll definitely prioritize usability.
@thelastslowpoke and @batisdark - I think there's some bug involving shift and capital letters (I am processing keyboard events manually, which in hindsight was probably a bad idea, and I should just style and overlay some standard HTML inputs instead) - but actually you don't need to properly capitalize the spells at all :)

You decide if it counts ;p