Sum on! by altaf-creator
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No, that is not a typo. Welcome to SUM ON!
Sum on! is a game where you just join 2 numbers and get the sum of it!
This game is made from a horrible word play of Ludum Dare 55's theme (duh), Summoning. Now you're starting to get it, right?

But that's not all! Your goal is to get a higher score than the AI enemy. Some numbers might have modifiers in them which could help you (and the AI) but also could also sabotage you (or divide you, or subtract you, or multiply you by zero or a negative number).

Credits
- Game Engine: Godot v4.2.1, licensed under the MIT License
- 2D Assets: GIMP v2.10.36, licensed under the GNU GPLv3
- Some more 2D Assets + cover: Inkscape v1.3.2, licensed under the GNU GPLv2
- SFX Generator: ChipTone
Thank you for checking out! <3
— Altaf
Changelogs
``` Version 3 (15/04/24) [For Compo] * Accidentally set turns to 2 (used for testing). Has been set back to 10.
Version 2 (15/04/24) [For Compo] * Bugfixes * Modifier sometimes emits wrong sounds * Game finishes when AI is still calculating, because of that Player can sometimes be counted as losing even though the eventual score is Player >= AI
Version 1 (15/04/24) [For Compo] * Original Jam Version ```
Ratings
| Overall | 252th | 3.172⭐ | 31🧑⚖️ |
| Fun | 209th | 3.259⭐ | 31🧑⚖️ |
| Innovation | 118th | 3.552⭐ | 31🧑⚖️ |
| Theme | 302th | 2.845⭐ | 31🧑⚖️ |
| Graphics | 217th | 3.25⭐ | 30🧑⚖️ |
| Audio | 237th | 2.759⭐ | 29🧑⚖️ |
| Humor | 248th | 2.381⭐ | 23🧑⚖️ |
| Mood | 298th | 2.7⭐ | 27🧑⚖️ |
| Given | 19🗳️ | 35🗨️ |
Games pretty fun! Not sure how I feel about the randomness caused by the multipliers. It's kind of funny watching the AI suffer after going -negative due to a modifier.
To be honest, I might've exaggerated things a little bit in the blog...
> It’s kind of funny watching the AI suffer after going -negative due to a modifier.
Glad I'm not alone! 😆
I was able to beat the AI after 3 tries. Having to take an effect tile and having your score divided is brutal haha.
Only bug I had was one start where I couldn't see to reach any numbers, other than that it worked great.
Easy to understand and had an addictive nature trying to get better and better scores.
Well done!
Having a bigger number expanding the range you can travel to feels overpowered, you can snowball hard.
> I was able to beat the AI after 3 tries. Having to take an effect tile and having your score divided is brutal haha.
Yup, I wanted those modifier numbers (or effect tiles, or whatever) to give some surprise to the player. I don't really want to make my game into a full on spreadsheet.
> Only bug I had was one start where I couldn’t see to reach any numbers, other than that it worked great.
Yeah, sometimes the level generator does that. Might fix that after the jam ends.
Once again, thanks for your feedback!
> Having a bigger number expanding the range you can travel to feels overpowered, you can snowball hard.
I definitely need to work on the game's balancing. For now the purpose of that mechanic is to prevent softlocking yourself or the AI, even though it's currently still possible.
Thank you for your feedback :)!
A point of feedback - I noticed that your movement range got longer the larger you get. That kind of means that the first person who gets a big number will always win, since they can gobble up all the big numbers to keep the advantage. It may give an extra layer of strategy if you were faster when smaller, but started slowing down the larger you got.
Love the pun with the theme ;)
Also, just saw you are in middle school?! Or maybe the bio is not up to date, but regardless if you are that young you have some REALLY amazing talent, I'm impressed!
It's a great push your luck game. Congrats
I definitely need to work on the game balancing more, I hope I have time for that! Also, thank you for the potential ideas to improve the game!
> Love the pun with the theme ;)
Hm, that pun might not be so dumb after all!
Once again, thanks so much!
Yeah, I need to balance the game more. I want this game to be quite strategic but also has a luck factor into it. Some players might like that (gambling?) system, but some players might want to play in a more strategic way. Which I fully understand! Hopefully I could balance the game more, I might be a bit too much in that luck factor. I don't want this game to be a gambling game but also don't want this game to be a full-on spreadsheet.
Also, thanks for pointing out some flaws in the level generator! And yes! I'm still in middle school :D! I still have a lot of things to learn..
Once again, thanks for your feedback!
> The RNG can be pretty brutal (...)
My goal for the modifiers is to give players some surprise that hopefully makes some interesting times in the game! But I still need to balance the game out. Also, thanks for your potential idea! I might consider that!
Once again, thanks very much!
little bug: rarely but I got 2 bubbles in basically the same position, cause I went there, and ate a small hidden one first. or it could be some trigger issue to the big one, idk
> Strategy is a bit narrowed due to the same generation style and limited play, (...)
I fully understand. Thanks for pointing this out. I actually have some ideas to add variety to the gameplay that I literally just remembered it now and forgot to implement. Just a _little_ bit angry with myself. That's fine though. Hopefully I could add more variety to the gameplay in the future!
> (...) but on the otherhand, it is minimalistic and nice game to play serval times!
Thanks! I wanted to make a minimalistic and simple game for this jam, easy to understand and have a nice amount of replayability. I do have a history of [simple stuff](https://store.steampowered.com/app/2381230/simpliCity/) ;).
> ( most red dots only gives negetive feedback..Maybe I was in bad luck..
Whoopsies, I think that's a bug in the generator script. I wanted a normal distribution where no modifiers is the most common, then addition / subtraction, then multiplication / division (rarest, as they are the most destructive but could also be the most helpful). But I noticed it didn't really do that, initially I also thought it was just bad luck.
Just checked the [source code](https://git.altafcreator.com/ludum-dare-55.git/tree/Scripts) and I think there is a potential bug there, but I'm not so sure. Still need to test that further. Sorry! Thanks for noticing!
> little bug: rarely but I got 2 bubbles in basically the same position, cause I went there, and ate a small hidden one first. or it could be some trigger issue to the big one, idk
Yeah, it's an issue with the trigger sorting, but it's mainly because of a flaw in my [Generator](https://git.altafcreator.com/ludum-dare-55.git/tree/Scripts/Generator.gd) script. Big numbers doesn't check for collisions with smaller numbers, and sometimes those small numbers completely covered by the big number. (why did I do that? that's dumb.) Anyway, thanks for mentioning!
I think I'm telling a _little_ bit too much here... Nah that's fine. The game's open source, after all! (planning to license it with the MIT license)
Once again, thank you very much :D!

Anyway, really nice game! I was a bit iffy on the random aspect at first, but it led to some hilarious situations, so I was all on board. And since negative outcomes were way more common than positive ones, there was still some strategy involved (aka avoid modified numbers at all costs unless you're desperate). The funniest games though were ones where the big numbers had modifiers. Besides the gameplay, I liked the minimalistic aesthetic you had going for both the art and sound. One thing I noticed though was the additions/subtractions rarely had any meaningful effect, and you couldn't see fractions on your player, so they seemed a bit pointless (except for making some random outcomes sane I guess). Overall, great entry!
Yeah, I still need to balance and refine some mechanics of the game.
> I was a bit iffy on the random aspect at first, but it led to some hilarious situations, so I was all on board.
Great to see someone likes it! That was my initial goal for the RNG in this game.
Once again, thanks so much for your feedback, master tactician! :D
> Maybe make the size of your bubble have an effect on the path you take through the level?
I have this in mind. I have some ideas on how to approach that. That will also hopefully balance the game more.
Once again, thanks!
I agree, I'm a bit too far on the RNG side for the game. I'm going to balance it more in the future!
Once again, thanks!
> Sometimes the levels feel a bit too RNG-based (sometimes I can’t jump to anything for example),
That's probably a flaw in the level generator, it sometimes does that. I have to fix that!
> and I swear sometimes the AI can jump further than I can sweat_smile
You caught me. I actually implemented a bigger reach zone for the AI if the AI cannot find anything within its (legal) range. Or maybe the AI's number is big, as your reach (and the AI's) also increases as the value increases.
So, yeah. There are some flaws in the game and some quickly-bodged up solutions that I need to fix later on. But really, thanks so much for your feedback!
puns are always nice
nice and simple game though.
Now about gameplay, it looks like rushing to big numbers is the best strat. Also modifiers seems to bad after you got big number due to /.
One option i see is to remove big numbers(or rather implement them in different wat) and make mods partly revealed based on distance to you maybe(?). Like you see number or operation, if it's big number it's + or - most likely, something like that. Maybe add colors to circles and rules baed on that, if you eat blue last then mods are inverted, if yellow then +5 to next modifier value etc.
Overall pretty well rounded and finished game for combo.