Summoner's Dilemma by sudocoffee

[raw]
made by sudocoffee for Ludum Dare 55 (COMPO)

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-- Why'd all my stuff disappear? --

Play on Itch at https://needscoffee.itch.io/summoners-dilemma. Plant, grow, and eat "blooms" to regain mana and reach the highest floor you can before mana runs out. Your specialty -- you can "summon" any item from 24:00 hours in the future, but you'll have to live without the item once you get there.

Tools & Credits

  • Godot 4.2
  • Aseprite
  • Prelude font by DamienG https://damieng.com/zx-origins

Item Descriptions

Orb -- Slows the rate of mana drain by 50%.

Clock -- Slows the rate of time by 50%.

Pot -- Grows [ Blooms ] at a rate of one stage every 4:00 hours. Unaffected by the rate of time.

Spout -- Increases the growth rate of adjacent [ Blooms ] by 50%.

Vault -- Spawns a new [ Bloom ] seed every 4:00 hours.

Bloom -- Has five stages of growth, and restores 10 mana when fully grown.

Altar/Stand -- Place any item on the [ Altar ], then use the [ Stand ] to grab the same item from the next floor up, 24:00 hours in the future.

Screenshot

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Process & Thoughts

First thing to acknowledge -- the game has a very steep difficulty curve, and not in a good way. You're guaranteed to make it to floor 2, getting to floor 3 is a challenge, and I can barely reach floor 4. Aside from bug squashing, I gave myself almost no time to test and adjust the balance of the game, and it shows.

That said, the concept for the project was "what if you could summon items from your future self?" There are a few essential parts to the idea. One -- you need to know what items exist in the future (in other words, you need a set number of items). Two -- you need a concept of time or levels, to determine when to summon the item from. And three -- there should be a reason for the player to summon those items.

The first step of development was making a grid-based movement system. This was not something I'd done before, and it took a few hours to get right. In particular, I discovered an awkward situation that sometimes came up while turning:

  • Say you press the [UP] key to move the character.
  • While the character is moving, you press [LEFT] to make a turn.
  • You let go of [LEFT] before the character has finished moving [UP].

By default, the character would just ignore the [LEFT] input, which felt bad to me. So I added a buffer to store the next movement whenever A) you pressed a key while already moving, and B) the new direction was different than the old direction (so you don't move forward twice). In hindsight, it was maybe not the best use of time, but it was nice to have some polish in the controls.

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Saturday was spent writing the gameplay loop, mechanics, and some UI work. I originally planned to have a single "Summoning Circle" with a UI to select what you wanted to summon. Instead, I went with a "Copy Machine" type approach that felt cleaner, let me limit the controls to a single action button, and didn't require any extra UI work.

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A lot of Sunday was spent drawing sprites. I've dabbled in pixel art once or twice, but making a full set of sprites was a new thing for me, and it took longer than expected. I also gave every object instance a different palette so it'd be obvious which instances had been summoned. This was done manually in Aseprite, though I'm sure there's a more systematic way to do that.

The remaining time was a scramble to add animations, floor scrolling, in-game help, a day-night cycle for the background, a start screen, a game-over screen, and other polish. I ran out of time for sound again (third compo in a row), but maybe next time? ¯\_(ツ)_/¯

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Ideally, the game would have played like a puzzle game with a time-limit. The player would have to figure out the best combinations of tools to avoid the loss condition as long as possible. But there are a couple issues that I think prevented it from working that way.

First is that the time drain and mana drain are way too steep, so you aren't given time to solve the puzzles in the first place. That would have been an easy fix (just a couple values in the editor) if I had done a little more playtesting.

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The other issue, which is harder to fix, is that I didn't give the player much incentive to use the main gimmick. That would have required a few things:

  • Interactions that are better (or more interesting) the more of an object you have.
  • Losing the object in the future should not make the game unplayable.
  • Having the object now has to be more worthwhile than having the object in the future.

The game has some seeds of interest in the first point. I tried to mitigate the second point by having multiple of every item, although the mana drain is so steep that losing anything is pretty detrimental. Point three, though, is the game's weakest point. The only situations I can think of where it makes sense to have an object early are if you A) don't think you'll need the object later (which is sometimes the case when copying "blooms"), or B) if you don't think you'll make it past the next floor anyway.

If I could add new features, I'd probably explore giving the player much more control over the flow of time. Let them pause, slow down, or speed up as needed to solve the puzzles. The game could also use more transparency into how each item works. Overall though, I'm happy to have a completed project.

Ratings

Overall 201th 3.375⭐ 30🧑‍⚖️
Fun 216th 3.232⭐ 30🧑‍⚖️
Innovation 62th 3.857⭐ 30🧑‍⚖️
Theme 195th 3.5⭐ 30🧑‍⚖️
Graphics 165th 3.536⭐ 30🧑‍⚖️
Humor 254th 2.308⭐ 28🧑‍⚖️
Mood 259th 2.964⭐ 30🧑‍⚖️
Given 21🗳️ 34🗨️

Feedback

mdotedot
15. Apr 2024 · 09:46 UTC
Well made entry. Especially the character controller and multiple space bar interactions. Clever. Too bad for the lack of sound which could have helped for the mood. Again, nice concept and execution of the drag/drop mechanism. You don't see that implemented too much and!
LDJam user 391347
15. Apr 2024 · 11:34 UTC
Played for about half an hour. I liked it, but it's very difficult. The best strategy I found was to build a cross of pots with spigots inbetween, and even then I couldn't get past the third floor (as opposed to dying on the second floor which seems to be the standard outcome). I didn't use the summoning mechanic very much... It seems you need things *more* on higher floors than on lower floors so losing out on something on the next floor isn't a great trade-off, although I didn't mess around with the clock and the other thing much.
LDJam user 372150
15. Apr 2024 · 23:34 UTC
This was a pretty interesting play! Seeing the animations of your previous versions reminded me of baba is you, but I've never played it so I can't say any similarities beyond the look. But this was pretty fun! I liked coming up with the strategies to try to survive longer and longer.
CamD67
16. Apr 2024 · 00:37 UTC
Dang that was tough, but I made it to floor 3 for about 2 seconds before running out of mana.

Really interesting game though! It was fun to try and think up ways to live longer each time. I settled on quickly surrounding two pots with all the sprouts to try and get at least two flowers per floor. I also didn't really understand how the clock and orb worked, like was it number of clocks/orbs on the floor or ones I stood next too? Would've been helpful to have something to the side saying like "Currently -50% mana drain" or some other indicator to explain that
LDJam user 383212
16. Apr 2024 · 01:58 UTC
really cool idea, the game is short but quite densely packed with many moving parts to think about. Graphics are nice, fits well with the gameplay. The aesthetic, font and movement kind of reminds me of a bite-sized Baba is You
candlesan
16. Apr 2024 · 07:32 UTC
Some very slick transitions and some great art. I like that the tooltips describe exactly what to do with the different objects. I had trouble figuring out how to get farther than about floor 3, not sure if there's an efficiency trick I missed.
Rob6566
16. Apr 2024 · 10:35 UTC
I enjoyed this game, and your dev-log above. Cool concept, and nice art. I found it very hard - I couldn't get to floor 3. Some music / sounds would have improved it, as well as maybe the ability to pause and click on things to get an idea of what to do without the clock running down. Nice work!
happyglitch
16. Apr 2024 · 15:28 UTC
Cool game I made it to the 3rd floor. It seems to me that the clock and orbs stay on the next floor even when you summon them on the floor before. Is it intentional?
LDJam user 352490
16. Apr 2024 · 19:55 UTC
@mdotedot -- Sound would have been great (along with some actual playtesting) but I over-scoped and ran out of time. I'll try to get to it next jam.

@zowie -- Thanks for playing! I agree the balance is definitely off. I can barely get to the fourth floor, and only with trickery around "copying" almost grown plants (I'm able to get 60 per floor that way). I have some theories though about getting to floor five.

@vegeo -- It was cool putting together gifs for the after-Friday, after-Saturday, after-Sunday versions. Coming up with new ways to survive was my intention, so glad you enjoyed that part of it.

@camd67 -- The clock and orb affect the whole room, but that only matters if you summon new clocks and orbs (or lose them on later levels). That's a good point though, it could certainly be more clear in-game.

@arcolm -- Didn't think about it while developing, but Baba Is You is one of my favorite games, so I'm sure there was some subconscious influence here. It probably looks similar because of the outline-less, blobby sprites.

@candlesan -- Thanks! No intended tricks, I kind of just threw mechanics together and forgot to playtest for balance. If you can find a way to get 60 mana on every floor though, that should just barely get you to floor four.

@rob6566 -- I thought about pause mechanics after the jam was over, I think it would have benefited the game a lot (along with a much lower mana drain / curve).

@happyglitch -- The clocks and orbs should disappear at the same time-of-day you summon them on the previous floor (for example, summoning a clock at 8:00 on floor 1 will make it disappear at 8:00 on floor 2). It wouldn't surprise me if that's bugged though.
Saprina289
17. Apr 2024 · 02:33 UTC
I think the game was really well done considering the amount of time that you had to make it! I also like how you laid out your thought process in the main post. I only got to floor 2 and I was a few seconds away from floor 3 but like you said, the game has some pretty steep difficulty issues. Most of the criticisms I had you already addressed in the dev log so I don't have too much to add other than that.
I really liked the concept, it was cute and I enjoyed playing it even though it was too difficult for me to get into it. I think that goes to show that you had a really solid core loop and it just needs some extra polish and tweaks :)
ffffchai
18. Apr 2024 · 06:22 UTC
The interaction is unique, and seeing your log and realizing that it's been designed, I think it works well. Congrats on the completion!
Nazorus
18. Apr 2024 · 10:13 UTC
Cool concept, but I couldn't understand how to use an item, I was just able to move them around :/
Pimeko
18. Apr 2024 · 22:50 UTC
Loved the art style and overall UI, pretty inovative :) Cool concept and gameplay, had a good time!
Patrick Pang
19. Apr 2024 · 03:54 UTC
The interface and UI are both very comfortable! Also, I really like the development log you recorded above, it really reflects the Game Jam process. Come on, I look forward to your future games!
LDJam user 352490
20. Apr 2024 · 20:25 UTC
@saprina289 -- Thanks! I knew there were issues with the game after I posted it, but writing that dev log helped me drill down and figure out what those issues were. I also love reading other people's development processes, and thought it'd be cool to write my own here.

@nazorus -- Sorry it wasn't clear! Picking up items is the only way to interact, which does different things depending on the item:

* Placing a seed on a pot will cause the seed to grow over time.
* Picking up a fully grown seed will eat it and regain mana.
* You can summon items from the blue platform if you place the item you want on the red platform.
* Some items affect the game by just existing (you can manipulate the quantity with the summon mechanic).

It could definitely use better descriptions in-game though, as well as some tutorializing.
Johnsensei
26. Apr 2024 · 22:36 UTC
It was helpful to have the descriptions pop up when you touched the items.
LDJam user 386211
04. May 2024 · 00:25 UTC
I got duplicated at one point and there was two of me, then I got to move several floors at once. Really pretty game but it was a little too buggy for me to be able to finish my playthrough, which was a shame!
LDJam user 352490
04. May 2024 · 00:52 UTC
Thanks @myse -- found that bug after release, the entire game gets duplicated if you press space more than once at the very start.