High School of Conjuration by fumybulb

[raw]
made by fumybulb for Ludum Dare 55 (COMPO)

A short (Celeste-inspired) game that allows you to take the conjuration exam.

coontrols.png

WASD / Arrows - Move

Down Arrow - Summon Demon (while standing on star platform)

Space - Jump

demo.gif

⛧Summon all demons to open door.🚪

👿​Run away from those angry school demons!👿​

🧙You shall not pass my Conjuration Exams (maybe) :mortar_board:

Enjoy!​


Q: What the hell? Why are my demons attacking me?

A: They do not fully obey you because you are still a novice summoner. They carry out your commands - in their own way.


POST-COMPO Changelog:

``` 2024-04-20: Gameplay improvements: * Altars can be used while running. * The hitboxes of the player character and demons have been reduced. * Altar hitboxes have been increased. * Inertia has been removed when attempting to instantly turn in the opposite direction. * Fixed the coyote jump and increased its time window. * Added additional buttons for the summoning action. * Added a time window for the "use altar" action. * Added in-game speedrun timer.

2024-04-21: * Added some simple sound effects. * Bugfix: now the altar is not used automatically after death if you die on it.

2024-04-28: * Added: Sounds, Music * Added: Online Leaderboard ```


Ratings

Overall 131th 3.639⭐ 38🧑‍⚖️
Fun 158th 3.473⭐ 39🧑‍⚖️
Innovation 124th 3.541⭐ 39🧑‍⚖️
Theme 57th 4.095⭐ 39🧑‍⚖️
Graphics 141th 3.649⭐ 39🧑‍⚖️
Humor 173th 2.879⭐ 35🧑‍⚖️
Mood 209th 3.186⭐ 37🧑‍⚖️
Given 23🗳️ 46🗨️

Feedback

Osheanoush
14. Apr 2024 · 21:11 UTC
I enjoy your game, it was stressful to be pursued by demons !
The graphics are really nice, and I liked the concept of the game.
And I pass the summoners exam !
nathmate
15. Apr 2024 · 04:04 UTC
Nice concept, the combination of route planning and platforming is fun. I found the controls a bit 'sticky', had to completely stop to summon or jump, which was frustrating.
nickCherns
15. Apr 2024 · 04:05 UTC
I really enjoyed the feel of your game. Even though I was cursing you within a couple minutes, I thought the challenge was fun and a refreshing take on a puzzle game. The graphics were nice to look at and the lighting is a fantastic addition to bring life to the game!
mremmele
15. Apr 2024 · 09:32 UTC
I really like the way how you implemented enemies AI. They are so smart and can catch you anywhere!
LDJam user 382819
16. Apr 2024 · 03:56 UTC
Oh my gosh, buddy, how did you pull off such an amazing game in so little time? I'm head over heels for your art style – it must have taken a ton of effort, huh?
Greenstone00
16. Apr 2024 · 17:04 UTC
The concept was simple and clear, and the levels got plesently hard as I moved from one level to the next one. Overall it's a nice game.
LDJam user 280624
16. Apr 2024 · 17:04 UTC
I really liked the AI in this game. Simple, but working. Unfortunately, I had some problems with summoning while moving and jumping up through the space in one block. Anyway, it's a great game. Beautiful graphics and strong implementation
ChrisBChicken
16. Apr 2024 · 17:11 UTC
The art provided a cute charm to a simple but effective game. The concept is very interesting and cool. I like how the game makes you think about your next step so you don't redo the same exact path. Awesome game!
Mohammed Kapiel
16. Apr 2024 · 17:25 UTC
Very cute, very polished. Fun puzzle platformer. Great job :clap:
🎤 fumybulb
16. Apr 2024 · 17:30 UTC
> had to completely stop to summon

> some problems with summoning while moving

@nathmate, @torte478, Yep!

Improvements in this area are on my priority list for the post-compo version of the game.

I think it makes sense to stop requiring the player to stop completely at the altar for summoning to work.

Additionally, I'm considering highlighting altars when they are ready for immediate use (that is, when the player is on the ground close enough to the center of the altar, rather than just lightly touching it).
ellaris
16. Apr 2024 · 17:46 UTC
It was good but felt extremely clunky, the character sliding, getting stuck (too big head/ hitbox) and having to stop and spam down to summon the deamons.
LightningST
17. Apr 2024 · 03:26 UTC
Very good use of the following mechanic! The demons are a very fun enemy!
DariZz
17. Apr 2024 · 11:28 UTC
Чудесный платформер! Очень вкатила графика. Выглядит завершённо, багулек я не нашёл, как не пытался :)
Game-mon
17. Apr 2024 · 11:38 UTC
Nice game. Concept is cool and reminds me of Badeline from Celeste. I liked how it required some strategic thinking about in which order to summon the demons. Only complain is about the controls and hitboxes who felt a bit clumsy/unfair sometimes. A pretty solid entry.
vivid-hallucination
18. Apr 2024 · 02:04 UTC
Fun! Like Shadow Mario, but demonic. Great sprites.
Gabriel Bissonnette
18. Apr 2024 · 03:17 UTC
The animations and characters are so satisfying! Gameplay felt very responsive and fun. Also liked the interpretation of the theme. gg!
CamD67
18. Apr 2024 · 03:28 UTC
wow that last level was intense! Had a really good feeling of "just one more try" each time I almost beat the level.

The controls really felt a bit too stiff to be satisfying though. I did like the idea of forcing you to stop and summon the copies though, that made a lot of situations really stressful in a good way!
LDJam user 3808
18. Apr 2024 · 03:52 UTC
Nicely done. I really did not pay attention to the first tutorial scene where you summon the demon. I just pressed down and run right. I really did not understand the chase mechanism there. But first level really did.

Summoning could be on some other button than down as this made it feel little clunky (ctrl for summoning and space for jumping?)
milq
18. Apr 2024 · 17:38 UTC
Very fun game! I really enjoy the challenge of having to summon and dodge all the creatures to advance to the next level. However, I'm puzzled by the background, which appears to be in JPG format; it seems to have lossy compression, giving it a 'blurry' look typical of JPGs. Is the background supposed to be PNG? Also, I find jumping between gaps a bit difficult. Perhaps making the colliders slightly smaller could give the player more leeway and enhance the user experience. Aside from that, I must commend you, the graphics are wonderful and the level design is spectacular. Great game!
orbitaldot
19. Apr 2024 · 08:36 UTC
Cool use of the theme! My only complaint is that some of the hitboxes feel a little unforgiving- it sometimes took a few tries to successfully align myself to summon a demon, and platforming through narrow gaps became a bit difficult because of the player's hitbox. It was still fun though, the rush of getting chased by your demonic clones is great. Adjust the hitboxes, and you've got a solid little game right here :D Nice job!
🎤 fumybulb
20. Apr 2024 · 22:01 UTC
@osheanoush, @nathmate, @nickcherns, @mremmele, @drgcandle, @greenstone00, @torte478, @chrisbchicken, @mohammed-kapiel, @ellaris, @lightningst, @darizz, @thomas-bringer, @vivid-hallucination, @gabriel-bissonnette, @camd67, @denvil, @milq, @orbitaldot

Thank you very much for your kind words and valuable feedback!

By the way, based primarily on YOUR feedback, the first post-compo version of this game has just been released!

```
NOW:

Altars can be used while running.
The hitboxes of the player character and demons have been reduced.
Altar hitboxes have been increased.
Inertia has been removed when attempting to instantly turn in the opposite direction.
Fixed the coyote jump and increased its time window.
Added additional buttons for the summoning action.
Added a time window for the "use altar" action.
Added in-game speedrun timer.
```

That's all for today.

Next, I intend to make a bunch of new levels, music, sound effects, some sane animations, maybe even new mechanics for the player character/enemies/environment, etc. (in no particular order).

In one of the future updates I plan to add an online leaderboard.

In the meantime, feel free to share your results here!

![2024-04-21_03-49.png](///raw/6b0/31/z/6494a.png)
shared
23. Apr 2024 · 23:04 UTC
Played the compo version first, then the improved one, the changes to coyote time and the altar activation made it a lot smoother to play, there's not much extra feedback I can give that wasn't already fixed ! I like the concept of getting chased by your shadow in platformers, loved your submission !

![Untitled.png](///raw/cab/1/z/64bf1.png)
magnusfurcifer
26. Apr 2024 · 00:59 UTC
I played the compo version and I really enjoy the mechanic, it's frantic and tense and mechanically satisfying. The only issue is sometimes the altars don't trigger, and that can be very frustrating but it sounds like you fixed that in the post-jam version. Game looks great too.

Really nifty puzzle platformer, I like it a lot!
KrummSakura
28. Apr 2024 · 20:44 UTC
It is fun and engaging. Deciding the best strategy to run from the furious little demons is surprisingly tense. Art is pleasant, and I especially liked the backgrounds. Also the implementation of enemy AI is admirable. Great job!
Okamit
28. Apr 2024 · 23:47 UTC
Really interesting game, I really like this take on the shadow-clone parts of mario and Celeste, very creative to be the one sumonning the clones yourself and stratergize around that. Would love to see this developed further to make it even more puzzel-y.

I see you have already fixed some parts I had thoughts on, but I also want to suggest more feedback during gameplay such as light/highlight and sound effects when you are in position on an altar where you can do the summon so you avoid awkward moments of misalignment and failed summons, and also some kind of sound feedback for when the doors open that stick out from the rest.

Great work!
Nuanda79
29. Apr 2024 · 19:44 UTC
I had fun trying to get a good score! When I think that you did it alone in 48 hours, all I can say is wow! The gameplay works, there's a good level of challenge, and even an online leaderboard. Congratulations indeed!
🎤 fumybulb
01. May 2024 · 07:24 UTC
@nuanda79, Thank you!

Please note that I did not create the leaderboard within 48 hours. It is only available in the post-compo version.