Summoners Incorporeal by NotExplosive

Summoners Incorporeal You are a new summoner at Summoner's Inc! As a new summoner it is your job to be summoned by clients to perform tricky summons using arcane objects to maximize the summoning power! Rise up the corporeal ladder and reach higher ranks in the company!

Controls: WASD or Arrows to move. Space or Z for action.
Made for the Jam in 72 hours using SokoMaker.
Audio from OpenGameArt: Shop Theme by Cleyton Kauffman Item Shop by controllerhead
| Link | https://notexplosive.itch.io/summoners-incorporeal |
| Original URL | https://ldjam.com/events/ludum-dare/55/summoners-incorporeal |
Ratings
| Overall | 303th | 3.826⭐ | 25🧑⚖️ |
| Fun | 188th | 3.913⭐ | 25🧑⚖️ |
| Innovation | 265th | 3.739⭐ | 25🧑⚖️ |
| Theme | 104th | 4.304⭐ | 25🧑⚖️ |
| Graphics | 602th | 3.708⭐ | 26🧑⚖️ |
| Humor | 244th | 3.652⭐ | 25🧑⚖️ |
| Mood | 234th | 3.957⭐ | 25🧑⚖️ |
| Given | 30🗳️ | 25🗨️ |
The puzzles were fun, and the environments for them were designed in interesting ways. I liked a room I encountered where the starting circle was completely covered with carpet, for example. It was fun discovering what new items existed too. I really liked the kinds of emergent strategies that came with the glass chess pieces, and I liked the different "variations on a core mechanic" thing you had going on with all of the different item re-skins. I didn't end up interacting with the items that involved destroying other items, but that whole idea seems cool too.
Oh, maybe having different classifications of items being popular / morally acceptable in different regions could be a fun way to push more variety in an expanded version of the game. Like, this place is cool with animal sacrifice, this place doesn't like fire (no candles!) etc. And the summoner might have to dress the regionally-appropriate part for the role. It's fun to imagine stuff like this, which really speaks to the strength of the concept.
Big point of feedback - for the sake of the jam, I think the mode of interaction (tile-based movement, lifting and dropping items) was a really good idea. I'm not familiar with the ins and outs of SokoMaker, but I imagine that it helped set up those fundamental pieces more quickly so you could focus on your specialized gameplay logic, creating different environments, writing witty dialogue, etc. etc. (the scope of stuff you put together in the limited time frame of the jam is definitely impressive!)
In practice, though, I think the character's movement was a little clunky, and the time spent shuffling items around rooms didn't engage me too much. The initial exploration was fun, and the surprise of what I could find in each room was nice, but I spent the whole time walking items back-and-forth wishing I could get to the puzzle - which was reliably a lot fun! - sooner.
Maybe there's something to be said for "distance makes the heart grow fonder" as I wandered around people's basement halls wishing for the summoning to start, but I'd be interested to see what this game would look like with mouse control for direct pick-up-and-drop gameplay. Or maybe an inventory of items that we can store / retrieve many items from would be cool, if you prefer direct character control. I know these things aren't really feasible in the space of the jam, but if you plan on giving the game more time (and the concept and execution convinces me it'd be a good idea) I'd love to see how those alternate modes of play would work.
Secondary thought - the semi-randomized nature of the levels makes the sting of defeat a bit painful, especially if you end up just short of your goal due to a miscalculation (or an incorrect description - looking at you, cupcake candle!). Maybe a sort of gradient of success: failure/mixed success/great success could be a nice way to give a player extra-high goals to shoot for while still rewarding a near miss. It's not really necessary (and maybe the feeling of a close loss is what drives the excitement of the summoning ritual) but it might be worth playtesting if you've got extra time.
Alrighty, I've almost certainly rambled for far too long about everything. Again, awesome work on the game! It was fun from start to finish and I'm glad I got a chance to play it.
@brandsma I'm a big fan of the talking blips! A nice think of SokoMaker is its robust dialogue display system! I should have made more use of the colored text ability...
@doctor-zeus Oh wow so many great ideas! I dig the expanded scoring mechanics, if we move forward with the game that's definitely something I'd like to explore. Originally we had thought about making silhouette summons and requiring specific items to get the right ones, but that was one of the many things that didn't make it in.
Oh I didn't even notice cupcake description was off :cold_sweat: - didn't have a lot of time for testing as I was going head down on content mode with all the art / levels / random content!
we did actually think about adding mouse support to SokoMaker, but after getting the basics of carrying and dropping items decided to go with what was already supported. There's definitely a lot of trade offs there, but I agree an inventory system would be nice to have! I think that's the way I would go so you don't have to keep carrying stuff downstairs then go back to pick up another item. Also I think having mouse control of items from inventory to summon area would be nice! So you could still carry and drop stuff the same way, but also supporting alternative mouse dragging items around would be great.
We had considered making the randomization much more roguelike with some inspirations from balatro in being a scoring based puzzle game that resets if you fail.... but that was scrapped for time constraints. I do think it could be an interesting flow of trying to get a high score run with more randomization and balancing of course!
And why are potatoes not for summoning - demons have no taste... or should I just have tried it... who knows. :D Nevertheless great work guys! I enjoyed it very much.
The presence of theme is clearly not only on the visual identity but also on the puzzle's logic itself, as nexuses (nexi?) form a center of focus which can be further disturbed by asymmetries in the scenario.
I also enjoyed how not only there are many different pieces, but how you can find them through exploration. There's some real space there for further development.
Overall, visuals, audio, all great! Really good job, keep on.