Tom Has Joined a Cult by LCStark

Tom Has Joined a Cult
Story
Tom has joined a cult. As a fresh initiate, he gets to do the most basic job there is - performing incantations within the summoning circles. Will he manage to provide the cult with a seemingly endless supply of demons, or will he fail and become the next sacrifice?
Objectives
In each level you must fill a number of summoning circles by performing incantations within their boundaries. There is some degree of imprecision allowed, but be careful not to stray too far from the lines, as you will fail the pattern and will need to make up for the lost time!
Controls
- Movement - Left Mouse Button
- Incantation - Right Mouse Button / Space
- Pause Menu - Escape / P
There's also a setting to toggle movement / incantation on button press, if you don't like to hold the buttons down for too long.
Gameplay
In each level you will be presented with several patterns. When the patterns activate (shown by the pattern lighting up), you will have to trace it while performing the incantation. As you do it, a meter inside the pattern will fill up. When it is full, the pattern will be completed. Complete the required amount of patterns to advance to the next level.
Assets
All graphics, sounds and music were made during the compo.
Post-LD updates
2024-04-19 v.0.0.2
Some optimizations to speed up pattern generation.
2024-04-28 v.0.0.3
Fixed the bug with player control unpausing at the start screen.
2024-05-03 v.0.0.4
Fixed the bug with player control remaining unpaused after losing the game.
WARNING!
The HTML version of the game takes a long time to load its levels - up to a minute for the final level. If the game appears frozen, please wait until it loads, or try the standalone Windows build.
Ratings
| Overall | 271th | 3.08⭐ | 27🧑⚖️ |
| Fun | 263th | 3.021⭐ | 26🧑⚖️ |
| Innovation | 206th | 3.188⭐ | 26🧑⚖️ |
| Theme | 170th | 3.604⭐ | 26🧑⚖️ |
| Graphics | 317th | 2.625⭐ | 26🧑⚖️ |
| Audio | 247th | 2.674⭐ | 25🧑⚖️ |
| Mood | 245th | 3.022⭐ | 25🧑⚖️ |
| Given | 19🗳️ | 24🗨️ |
This game is GREAT... once you understand how you actually complete a shape. It took me 10 attempts to understand how to do it. I bet that a lot of people quit the game without having passed level 1, because they don't understand how to complete a shape.
(Spoiler about how to complete a shape) You complete a shape by leaving your incantation blue trail on top of the white lines of the shape. A high % of the white lines needs to be covered by the blue trail in order to complete the shape.
There's many things I tried initially, which to add to the confusion, it sometimes felt they worked, and sometimes it felt they didn't work:
- Repeat the shape but inside the white lines (not on top of them)
- Fill the area inside the white lines with the blue trail
So it took a LONG while to understand 1) when I failed, why, and 2) when I succeeded, why.
I feel like the best way to solve that was to "lead by example". Show us a character doing what you're supposed to be doing. And then we'll imitate.
After I figured how to complete the shapes, I passed all 4? levels in one go.
I feel this game has potential. It feels a bit zen / meditative in a way. The new shapes and their twists add variety. It probably plays nicer with a game controller, using the joystick.
Another issue is lack of clarity when you succeed or fail a pattern. It feels like the only way to know is whether you see the pattern counter go up. That can make it hard to figure out how to successfully complete shapes, because when you don't know if you failed/succeeded, it's harder to reinforce or discard your current approach to "completing the shapes".
Fantastic game, thank you lots for sharing!
I played it a bit and it was interesting, but it crashed after finishing level 1.
As for the crashing - I'm assuming you've played the HTML version? Did it crash with an error, or did it just freeze? If it is the latter, then it probably just took a long time to load the next level, as it is totally not optimized at the moment. I'll see what I can do to make it load a bit faster, maybe add a "loading" notification in the meantime. In the end I think I might have to scrap that idea altogether and start from scratch though. With how I made it I had to simplify the last level in last hour of the compo, because the HTML build couldn't load it due to too high memory requirement. We'll see if I can make something out of it in the next few days. :)
For drawing mechanics it would be nice to see feedback on the drawn part for example removing slowly those areas that are outside of the pattern.
Anyway, well done! ✡️
> very meditative!
It was kinda something I thought about during development and wanted to eliminate it, or at least reduce it, but perhaps I should pivot entirely in that direction. I might experiment with removing the timers, making the drawing more precise and adding some other things to increase player focus. Might be interesting.
> i would have liked to see an extra mechanic or two, but i appreciate the focus as well.
Yeah, I only added the rotating patterns int the final level in the last hour or two of the compo. I was thinking about having something like placing candles on the intersections in the patterns, but didn't have the time to experiment with it.
Here are some my other suggestions/ideas:
1. Have a percentage displayed with the progress meter
2. If you’re gonna use have the player be the source for drawing and…
a. …Want to reduce player focus on one particular shape, you could introduce enemies that either follow the player or block portions of a shape and make it so that you would need to switch to another active shape and return later when it moves away to finish it or…
b. If you want to increase focus, add some sort of grading scale where the percentage of traced versus ‘mis-traced’ reflects on some sort of final score. Perhaps that score is used as a bonus objective for ranking (S rank, B rank, etc.) or the objective itself (e.g. Beat X score in Y time to progress to the next level).
Overall, the game was pretty neat and has an interesting premise, but I believe the gameplay could be improved.
I enjoyed the shapes getting more complex as the levels progressed and the introduction of the rotating shapes was cool too!
also on the first attempt that I failed on, I was still able to control the character and draw the lines and wanted to see how far it would let me go and I managed to beat it after losing which was funny lol

I understood controls very quickly, which is interesting, because many people didn't, and I am usually one of those people! All in all, I think this is a very good compo entry! After LD version could be made more interesting by introducing a better feedback when you finish the symbol and when you complete the level. There could be some ways how to perhaps introduce even more challenge, like with some enemies chasing you or something. :)
All in all, this is a great entry and I had a lot of fun, well done!
The drawing is implemented really well, and it was satisfying tracing out the more complicated shapes in the later levels in one smooth movement. Great job!
> also on the first attempt that I failed on, I was still able to control the character and draw the lines and wanted to see how far it would let me go and I managed to beat it after losing which was funny lol
Haha, thanks for letting me know! Let's just call that one an extended practice mode instead of me missing a fairly obvious bug during the development, huh? _quickly compiles a patch_ ;)
Now, regarding your game:
I'm glad to see you've switched to Godot and even stayed loyal to C#—very cool! I hope WebGL support will soon be added in Godot 4. A quick look at the source code showed everything was very structured. I played the post-LD version. There are several games where you need to trace shapes by drawing directly with the mouse. In your version, however, one needs to follow these shapes. This approach is different from others and is positively notable right off the bat. Initially, I had some difficulties using the controls to trace the patterns. Midway through, I couldnt always tell how far I had successfully traced the pattern. Perhaps the pattern itself could be highlighted differently if it isn't traced sufficiently. Sometimes, I was unclear about what exactly was wrong with the pattern, like which lines were not good enough. I also appreciated having the option to choose a different pattern. The idea itself offers many possibilities to integrate game design elements. For example, could an upgrade grant a car or motorcycle, allowing for faster pattern creation? The patterns could also be made larger to require more distance to complete.
Congratulations on your entry! Keep up the good work!