Sketch-a-summon by sver
Summon your friendly neigborhood demon as your own personal door-opener. Watch out, getting your summon-sign wrong attracts nasty bats...


| Link | https://sv78er.itch.io/sketch-a-summon |
| Original URL | https://ldjam.com/events/ludum-dare/55/sketch-a-summon |
Ratings
| Overall | 757th | 3.423⭐ | 28🧑⚖️ |
| Fun | 845th | 3.18⭐ | 27🧑⚖️ |
| Innovation | 617th | 3.34⭐ | 27🧑⚖️ |
| Theme | 471th | 3.808⭐ | 28🧑⚖️ |
| Graphics | 552th | 3.769⭐ | 28🧑⚖️ |
| Audio | 325th | 3.635⭐ | 28🧑⚖️ |
| Humor | 457th | 3.25⭐ | 26🧑⚖️ |
| Mood | 541th | 3.596⭐ | 28🧑⚖️ |
| Given | 14🗳️ | 29🗨️ |
@yorsh Kind of nice/kind of weird hits the nail on the head... we tried to stick to the 4 gameboy colors, as we don't have any designers on board we failed and embraced the failure xD
@all thx for playing and your feedback ;)

Also, it was sometimes hard to tell which tile you're standing on, so a few times I made errors because I was apparently just standing a few px off to one side without realizing. Overall great job though. I hope I didn't miss out on too much due to stopping early. :upside_down:
The most annoying part is that the design is obscured by the different sized pixels, so it was difficult to tell if something was supposed to 2 long or 3 long.
The disorientation was part of the concept, we thought about having an "starting pixel" in each level (as in the intro) but decided against it.
The ambiguous pixel in the spellbook (just noticing that we forgot to rename it scroll) are a bug that we could not unsommon due to time-shortage (maybe we can check on the weekend aswell).
The light-effects are done via a raycasting-plugin (and some additional math :P), after a cleanup session we might open-source it if people are interested...
I dug into the source code a little to try to see where the pixel scaling problems in the map came from. Unfortunately didn't make much progress with the compiled code. Looks like you built the game with Phaser?
Generally the problem is that you're scaling the level image before drawing it, so you need to make sure the image you're drawing is an exact multiple of the size of wherever you're drawing it. One quick fix would've been to add blank squares around the images until they're the right size.
I like the graphic style though!
@jezzamon indeed, we used phaser. After a cleanup-session we might publish the code if you're interested so no need to bother with the compiled bundle ;)
Btw. due to work there was no time for any bugfixing or cleaning, the weekend is coming, so I promise (like 99.999991412%) to look at the scaling issue O:)
Well balanced learning curve, great pixel art and 8-bit style audio! :clap: