Eldritchual by arkinrev
Sacrifices must be made!
Eldritchual allows you to step into the role of a cult leader who knows something that your new followers do not; you're going to sacrifice them to summon an ancient eldritch horror. As with any nascent and struggling cult, you must manage the happiness of your cultists while keeping the faith in your cult strong and out of the eyes of the local authorities. And when you are ready to begin the ritual, start tossing your cultists into the sacrificial pit.
The game does not take long to play, and it is my first LD submission. My goal was to create a complete experience, a manageable project, have simple interactions, and be in a style that I enjoy. The visuals should lighten the dark theme of sacrificing your beloved followers, and nothing in the game ever takes itself too seriously. I tend to enjoy worker-placement board games which influence the basic mechanics of Eldritchual. Oddly, I'm not normally a fan of the Lovecraft horror genre, but this theme and other games and movies I've watched recently just led me there.
While there are additional mechanics, polishing, and balancing that I would have liked to include, I made difficult cuts to try to stay on time.
Please enjoy Eldritchual!
How to Play
- Click and Drag to move cultists around.
- ESC to pause the game and review the tutorial.
- Sacrifice cultists to progress the ritual!
Eldritual Game Window

Sample Tutorial Screen

Page Edits
- Edit: Moved source to GitHub for future work. Zip file matches the initial master branch link.
- Edit 2: Minor formatting adjustments
| HTML5 (web) | https://arkinrev.itch.io/eldritchual |
| Source Code | https://drive.google.com/open?id=1xBfX_8QwdnBngTY1ZvmeFdOyRCEKi9Ep |
| Source code | https://github.com/ArkInRev/Eldritchual |
| Original URL | https://ldjam.com/events/ludum-dare/43/eldritchual |
Ratings
| Overall | 124th | 3.686⭐ | 61🧑⚖️ |
| Fun | 248th | 3.271⭐ | 61🧑⚖️ |
| Innovation | 145th | 3.466⭐ | 61🧑⚖️ |
| Theme | 95th | 3.992⭐ | 61🧑⚖️ |
| Graphics | 37th | 4.175⭐ | 62🧑⚖️ |
| Audio | 71th | 3.658⭐ | 59🧑⚖️ |
| Humor | 71th | 3.482⭐ | 57🧑⚖️ |
| Mood | 77th | 3.718⭐ | 57🧑⚖️ |
| Given | 58🗳️ | 66🗨️ |
@pukami One of my sacrifices was increasing difficulty and speed. Little things like speeding up the production rate or changing the happiness modifiers had some interesting effects.
@wdelvi I agree on the tutorial length. I had considered rebranding it a manual and putting more detail in. It wasn't as crucial without a few other features.
@xesenix I was fumbling with Bosca Ceoil trying to find my way to the instruments that I wanted, so as soon as it felt like it fit, it was time to move on. I'll try a different approach next time around.
Thanks for playing everyone and I hope you had fun!
Going through the tutorial, it felt like the rules are _suuuper_ complicated! I feel like the only way to make that work well is to introduce them gradually rather than explain them up front in prose. But, with only 48 hours, totally understandable that there's not enough time for that :) But, once I got into it, I was able to figure out that it is about resource management. I hadn't played a "worker placement" game before but it seems like an interesting genre.
Small bug: You can click the previous lesson button immediately after loading the tutorial, which leads to a blank screen. Also, I paused the game to review the tutorial, but afterwards was really worried that the button "Begin Summoning" would lose all my progress by starting a new game, so maybe relabel it to "Resume Summoning" ?
Great job! I look forward to your postmortem.
If you wanted to keep going with it, all I'd really suggest is speeding up the rate you get cultists until you reach your first 5 or so, before slowing the rate down to where it's currently at. Would also be nice to maybe see a few added elements come into the equation later in the game.
Good job, really solid entry! :)
Its graphics are pretty awesome, I love them! :scream:
Really good job, funny game! :v:
really like the visual feedback of the followers mood
Did start a bit slow, but was fun for the middle and end.
Amazing, nice art and gameplay. But way too slow.
upd: It's way better in mid and late game!
1. The strategy ends up being too linear in nature. The timers and increments are extremely regular and don't cascade into each other, so it was straightforward to find a pattern that kept all the numbers under control indefinitely.
2. The game has to do some tell-not-show to get where it's going(lengthy manual), because it's focused on mechanics that manipulate abstract numbers, which creates a need to learn the abstraction at play. It doesn't matter if the abstraction is actually very simple or well-explained: each one you add increases the likelihood of "it is so complex" "my head hurts" types of feedback.
There are many examples of computerized strategy games that are successful with an abstract approach, but they still have to invest a ton of effort on UX to make it parse well...and a major allure of video gaming is in being able to minimize the need for the player to do any parsing of rules in their head, instead communicating the bulk of feedback through a visceral, direct interaction and its result. When the rules, interactions, and scenario synthesize well, the game nearly explains itself, and all you need to know are the basic controls.
In most of AAA, this means the cross-genre combat template of equipment, formally named skills, cooldown timers and status effects. For strategy games, it tends to mean moving away from aggregate values and towards fungible items and agents. There is probably a way to revise this game to depict more things visually, although it admittedly would also probably go out of scope for a jam project.
There were more visual features that I would have liked to add. Moving away from aggregate values is a dangerous move for a worker placement game. It's a game type that I love, and a game type that is grossly underrepresented in the video game space. If the agents act on their own the game moves toward an RTS, and if the agents are minimized or the agency completely moves to the player, it becomes a management simulation or 4X.
The largest missing component of the worker placement game is the competition between other players for production space. One feature to mitigate this and improve the play was a random event system where tentacles or villagers would spawn in a zone and prevent production in that area for a certain amount of time. Given the other constraints like the limited number of board spaces, a complete blackout of a zone could lead to an unwinnable state.
Mentioning linear progress was a good reminder, I forgot to add the production variance to my task list on GitHub. The difficulty settings will be adjusting the extremity of production bonuses, but the cultist production variance will create some inconsistency in production rate and possibly the production amount (if that plays well.)
I'm also looking into timing the ritual with online scores to see how quickly people can complete the rituals. Post LD at least.
Thanks for the great feedback, and thank you all for playing.
The amount of well-designed graphical assets is amazing. I love the expressiveness of the characters and their little animations. Everything is visually coherent and communicates well what is happening. The cultists' faces play an important role here. Full marks on graphics!
It is generally very hard to get the player to understand a complex game like yours and although your tutorial is fairly wordy for a game jam, you set up an interesting atmosphere to get the player engaged and overcome that hurdle. The option to return to the tutorial was a very important decision that pays off nicely. The tutorial itself is great, using well-designed graphical elements to explain the game bit by bit. I half-read the tutorial, then jumped into the game and returned twice to clear some details but then it was a downhill ride as I got the game mechanics down.
The difficulty is not too hard which is fine for a jam where players tend to have limited attention spans, and finding out how to beat the game is rewarding when everything runs in a stable manner.
By the way, I love your sound effects. They don't seem to be made with an audio generator, did you record them yourself or did you find a clever bfxr setting? The soundtrack is also very good, remaining subdued in the background but setting the mood nicely.
I only have a minor nitpick, and that is that the cultists' faces are a bit hard to see behind the books in the library, but maybe that was done on purpose.
Overall a very enjoyable game with outstanding visuals
For the music, it's in the key of Ab, and a lot like movie soundtracks, it's mostly 2 alternating chords.
The cultist face behind a book was intentional, so that it's a little bit more difficult to grab them as their face changes.
Thanks for playing!