Summon Sandbox by Srynetix
Welcome on my 9th Ludum Dare Compo entry!
Well... I was not really inspired by the theme, but I wanted to do one thing: a 3D FPS game! And things were not as expected to say the least. :smile:
That's my second released 3D game (first one for Ludum Dare #48: https://ldjam.com/events/ludum-dare/48/deep-space-beat), and I encountered every problem possible. Light issues, modeling issues, CSG issues, texture issues, shader issues, game logic issues... most of which were only my fault and not the engine.
So, in the end, I did a 3D FPS game/demo where you need to escape using a mysterious object you can use to summon the solution. :wink: There are no clear objectives in this game, that's why I named it "sandbox" (it will be clearer at the end of the game).
I did by best with the available time for HTML5 support, so it should work, but expect stutter sometimes (and forget about it on MacOS). For a better experience, you might want to run the desktop version.
Software used: - Game Engine: Godot Engine 4.2.1 with my sxgd plugin collection, - "Art": Krita, Blender and Pixelorama, - Sound effects and music track: FL Studio, almost only with 3xOsc for sound effects and Kepler for the soundtrack.
Font used: - Font Awesome 6
Good luck, and have fun!!

Ratings
| Overall | 153th | 3.571⭐ | 23🧑⚖️ |
| Fun | 86th | 3.714⭐ | 23🧑⚖️ |
| Innovation | 68th | 3.833⭐ | 23🧑⚖️ |
| Theme | 144th | 3.714⭐ | 23🧑⚖️ |
| Graphics | 206th | 3.286⭐ | 23🧑⚖️ |
| Audio | 117th | 3.405⭐ | 23🧑⚖️ |
| Mood | 208th | 3.19⭐ | 23🧑⚖️ |
| Given | 43🗳️ | 3🗨️ |
While a little cumbersome to enter spells repeatedly, I really like the mouse wheel spell interface!
It has potential!
@kizilejderha I wanted to make something at the top of the tower, like a small easter-egg, but not enough time sadly :cry:
But here's something: in almost all of my games, you can play with the in-game console and change some parameters so you can (for example) jump higher :wink:
@quadtree You should have the recipe list at the bottom left when you open your summoning ring in theory, but that's maybe a little too hidden :sweat:
@matid90 Yep it's the intended way to finish the level, same thing for every other level: jumping in the abyss!
@jonathan-lorenz You need to cast the "spells" looking at your target. So for the first level, you need to look at the wall with the weird patterns before casting so you can make a hole :wink:
@flightless Yeah the cube physics is a little odd, you can't trust them :sweat_smile:
When you left click the first time (on the outer ring / first ring), you validate the "first" symbol, then you move to the second ring (the middle ring), where you validate the second symbol, then the third.
If you try to "cast" a spell with a wrong "code" or a wrong target, it will play an "error" sound effect.
Here's a small GIF on how to "open" the wall :smile:

Just thinking out loud, here are some things that could improve the feedback imho :
- have a validation sound be more melodic, and that increase in pitch for each validation
- have the code you enter be written somewhere while you're validating the symbols (bottom of the screen?)
- have a little animation on the symbols you validate on the circle to confirm to the player you used it
- have the different circle of the different levels either disapear or be in grey once they are "used"