Sacrificial Forest Friends by TheCrittersCove

You've joined a cult that is trying to summon demons, but sacrifices must be made. Aim spells at forest creatures to gather souls. With enough luck, maybe you'll summon something great!
To cast spells use the space bar, left and right mouse buttons. The color coordinated bars at the bottom indicate how long of a cool down is left. Once the bar vanishes, that spell can be cast again.
This is my first solo LD. Any constructive feedback is appreciated!
Many thanks to @Burgee for feedback and advice!
| Windows | https://thecritterscove.itch.io/sacrifical-forest-friends |
| Original URL | https://ldjam.com/events/ludum-dare/43/sacrificial-forest-friends |
Ratings
| Overall | 785th | 3.087⭐ | 25🧑⚖️ |
| Fun | 676th | 3.065⭐ | 25🧑⚖️ |
| Innovation | 872th | 2.696⭐ | 25🧑⚖️ |
| Theme | 482th | 3.522⭐ | 25🧑⚖️ |
| Graphics | 737th | 3.063⭐ | 26🧑⚖️ |
| Audio | 538th | 2.891⭐ | 25🧑⚖️ |
| Humor | 702th | 2.476⭐ | 23🧑⚖️ |
| Mood | 610th | 3.205⭐ | 24🧑⚖️ |
| Given | 24🗳️ | 28🗨️ |
And my first summoning was a hellhound! How many creatures are there?
@ynneblack, thanks for the thorough feedback! Unfortunately the summons were something I added in the last hour of the jam. There's only 3 of them and the highest one is really hard to get. I counted the total points possible after posting, and I believe you need to get every creature. I wish I could have tweaked that, but it wouldn't be right to change that now.
If anyone does manage to get the highest level summon I would love to know!
If I had a suggestion I would nerf the meteor - it's hitbox is too good and it should either have a longer cooldown or something, since it was too powerful to use and easy to kill 5 or even 6 creatures with it. Another thing that could've made this better is if killing the people were actually detrimental - at first I wasn't sure whether or not I was allowed to sacrifice the people!
Does the score I get at the end affect the type of ending I get? The text implies so though I got the same result (hellhound) twice. If there are multiple endings and if it is based on score, it might be worth it to add how much score I lack to get the next result. For example, "you scored 80! You lack 20 score to summon the next underlord being!" As score is the main "benchmark" reward in your game, you could possibly take this further by adding a counter that shows the player's all-time high score.
As for the ending, if the ending occurs after a fixed amount of time and the gameplay is time-based, then there should be a countdown timer as it was abrupt and I was taken to the end screen unexpectedly without warning. If the game ends due to time of day (does it?), it wasn't very obvious.
I liked that the spells had a cast time so it's not just mindless clicking, and I appreciate that they have different ranges and color. I also liked that the spells had 'charging' animation sprites as well. The huge contrast they have with the dark backgrounds and characters make it very readable. Also, it is possible to place spells in the air - you probably may want to disable that as it breaks the immersion.

It would be better and cooler if the different spells were more unique apart from cast time and range. Maybe the purple spell has a chance to leave behind some purple fire that burns for some duration, or the lightning would have a longer cooldown but the cooldown for the next strike decreases if you hit a more condensed area with more targets? Just throwing out some gameplay ideas to make the spells more different from one another and improve the game's fun and variety.
Overall, the animations were also well done and the graphics are clean and simple, easy to read. Great job on your first solo Ludum Dare! :)
The spells were pretty fun to cast. The ending made it seem like I lost. Or maybe I did, I don't know, I'm not sure how good a hellhound is.
I originally had intended for the game to end as the sun comes up. I'm learning from the comments that it may not have been an obvious enough indicator, even if I had timed it properly.
I had meant to disable casting in the sky, but didn't allow enough time for it.
Again, thank you for taking the time to play the game and write this all out. Hopefully feedback like yours will help me make a better game next time! : )