How to raise a Demon by zmoa

The Game
In How to raise a Demon you play as an alchemist, who wants to create a vicious monster by performing dark magic rituals. Once created, the creature can however not survive on its own...
Edit: Post jam version now available down below!
Hints
- Rituals cost souls. As does healing.
- In order to start a ritual, interact with the lantern in front of it.

Known issues
- The player might be too strong. So strong in fact, that he cannot die, even if his health falls below zero.
- Same for your creature - it just doesn't die.
- Walls are not aligned seemlessly
- Enemy respawn behaviour does not work as intended.
We accidentally didn't publish the last build we created during the jam, that should have fixed this issue: - The music does not loop - The boss enemy is too big for the level
Tools used
- Engine: Unity
- Graphics & Animation: Blender
- Music & Sounds: Audacity, Ardour
- Source Control, Communication, etc.: GitLab, Discord (among others)
Screenshots:

Made by a team of four Austrian hobby game-devs. We had a blast making this thing together, despite all the trouble we encounterd and even if a lot of features did not make it to the end game and some of them don't work properly, we are proud of our creation. Sadly, the boss combat does not work properly due to the lack of time we had for level design. Here are some screenshots of what the boss combat would be supposed to be:

| Youtube | https://zmoa.itch.io/ld |
| Youtube | https://green-acorn-studios.itch.io/how-to-raise-a-demon |
| Original URL | https://ldjam.com/events/ludum-dare/46/how-to-raise-a-demon |
Ratings
| Overall | 2292th | 2.909⭐ | 24🧑⚖️ |
| Fun | 2402th | 2.5⭐ | 24🧑⚖️ |
| Innovation | 1349th | 3.227⭐ | 24🧑⚖️ |
| Theme | 2033th | 3.2⭐ | 22🧑⚖️ |
| Graphics | 1249th | 3.614⭐ | 24🧑⚖️ |
| Audio | 1181th | 3.091⭐ | 24🧑⚖️ |
| Humor | 1594th | 2.5⭐ | 23🧑⚖️ |
| Mood | 1333th | 3.333⭐ | 23🧑⚖️ |
| Given | 27🗳️ | 15🗨️ |
Maybe i missed something but I can't find the way to lauch the game
I had a few things I think could've been done slightly better. The UI explaining what buttons did was a bit skinny, and it's coloring blended in with the background purple. This made it hard to read.
In combat, I had to get extremely close to the enemies in order to hurt them. This made attacking feel slightly unresponsive. I think a longer attack range would help with this. Finally, when I was placing items, there were times I wasn't sure which items went where. Sometimes, the "Press F to interact" would vanish or not appear at all, so I wasn't exactly sure what went where. With better player communication, the interaction feature could be lots of fun.
I love that time was taken to do voice acting. The sounds felt pretty fun. I really liked the music, though it eventually stopped playing.
Good job overall on this. The game is definitely in its starting phases, though with more time, I'm sure it will turn out well. This is a good foundation to build off of, there are lots of ways this game could go. Good luck with it in the future :)
On the plus side tho, my god for 72 hours, that is some INSANE graphics imo! You guys really did GREAT on the graphics and SFX, keep it up!
- Nice and unique graphics
- Interesting take on crafting mechanic, that also works well with the theme
- Basic 3rd person combat in between collecting materials and rituals
- Voicing was something I did not expect from a jam game, but was pleasantly surprised by
Cons:
- Some colors are blending together, so it's harder to spot objects
Overall I'm a fan of crafting and summoning in RPG games, so this one was quite enjoyable. There were quite a few bugs, but it did not affect experience too much, especially because I could progress without worrying of loosing all hp :D. Inovation wise the game used some standard elements of RPGs, but I don't think I ever saw combination and use of the elements in such a way.