Summon Traffic Controller by Ben Albert
You are the Summon Traffic Controller! Guide Creatures to their correct summoning home and Yeet out the ones that don't belong!! Attempt to beat all 5 levels and become a the ultimate summon traffic controller!


Ratings
| Overall | 125th | 3.647⭐ | 36🧑⚖️ |
| Fun | 67th | 3.818⭐ | 35🧑⚖️ |
| Innovation | 122th | 3.545⭐ | 35🧑⚖️ |
| Theme | 132th | 3.773⭐ | 35🧑⚖️ |
| Graphics | 234th | 3.167⭐ | 35🧑⚖️ |
| Audio | 151th | 3.273⭐ | 35🧑⚖️ |
| Humor | 77th | 3.53⭐ | 35🧑⚖️ |
| Mood | 192th | 3.242⭐ | 35🧑⚖️ |
| Given | 36🗳️ | 37🗨️ |
A couple notes:
- I found the throwing mechanic a bit inconsistent, i think usually it had to do with the distance feeling off from how far I was moving the mouse. I'm not exactly sure what it was.
- I thought the difficulty jump between level 3 and 4 was pretty high. Maybe that's just me though.
Great work!
The drag to throw implementation was a bit inconsistent maybe. It was hard to control, for me atleast.
Camera angle maybe a bit to low, you couldn't really see what was behind you.
Restart button was not working for me, otherwise I think I would have played more.
With how fast the gameplay gets, I think it would be better to have sprint on by default and press shift to slow down. Or make it a toggle. You end up pressing shift constantly anyway.
What I didn't like is that the creatures can spawn directly on the summoning circles. With larger maps, you can't even see that it happened. So you think you have a perfect ritual composed, while there is a sneaky additional creature on your summoning circle and you fail. And you cannot run constantly back and forth to check your circles for invaders - there is no time for that. Maybe just some flashing of the circle in the UI to notify you that something is wrong would be enough to solve that issue.
Overall, it's a fun concept and a good jam job :smile:
@fabula-rasa I really appreciate the feedback. Yea I was going for an overcooked style feel but realized later you dont spend really anytime staying still in my game which would have made a toggle sprint way better. Also having enemies sneak into circles off screen was one of my biggest annoyance with the game. I have an arrow that turns from green to red in the UI but I definitely agree it should be more of an indication to tell the player. Thanks for playing!!
- I think it would be cool if the creatures bounced off more, kinda like billard balls
- At the beginning I would forget about the run key, but then I needed it and it seemed to let me down sometimes, and I had to re tap it
@ellaris My only fear for that would be how precise you how have to be for throws, but I do agree that you should be able to throw them out of the circles. I really like the idea for more bounciness especially with levels being slightly harder and demanding for more shots that would bounce of a wall! Also the sprint is more of a dash instead of a sprint state, which I should have been more clear about.
It is a little bit frustrating if a random pawn walks onto the platform at the last moment, maybe being able to send the summon when its ready would've been nice! (would make it good for the last batch of summons as well)
The main critique I have is that the scoring system seems a little rough. If you break your combo and lose the multiplier you can kiss any chance of getting a star goodbye, and even in some runs when I played almost perfectly completing each request and throwing every other creature out for the extra points I ended up being 20ish points off of 3 stars on the third level.
I think a more quantized scoring system such as losing health (and a star) for each wrong request could work well, and to incentivize still throwing the extra creatures away you could make that cause more creatures to spawn or give you a speed boost.
Overall solid entry. I enjoyed playing it and I liked the sentiment of your video. Congrats on the game.
I liked the difficulty curve and how different levels managed to change things up.
It made me want to keep playing :smile: