Vampire Summoners by DenisMarasan
It's like Vampire Survivors, but that's you who summons waves of enemies on your head. The more enemies you summon, the more points you get for a kill. Just don't die out of greed.
Another great feature is activated abilities with cooldowns, much like in Overwatch. E.g., you can leave a ticking bomb behind, much like in old-classic Bomberman.
Developed solo for Ludum Dare 55.
Change Log:
May 5 * A post-jam version is available on itch, check it out!
April 25 * Fixed the game over screen not loading after the timer runs out * Fixed an issue with game's running speed
April 23 * Fixed current score showing instead of high score * Fixed scoring enemies killed by TNT
April 18
- Fixed camera and sprite settings to make them look crispier.
- Fixed the UI position and a running indicator, it had a hole in it :)
- Enemy2 buggy animation removed and replaced with the existing Enemy1 animation. Now they're identical.
- Fixed the dying animation facing the wrong direction.



Ratings
| Overall | 846th | 3.333⭐ | 53🧑⚖️ |
| Fun | 739th | 3.294⭐ | 53🧑⚖️ |
| Innovation | 855th | 3.069⭐ | 53🧑⚖️ |
| Theme | 712th | 3.51⭐ | 53🧑⚖️ |
| Humor | 609th | 2.98⭐ | 51🧑⚖️ |
| Mood | 1102th | 2.8⭐ | 52🧑⚖️ |
| Given | 47🗳️ | 90🗨️ |
Do not like that the number of monsters created randomly and does not depend on the time spent in the game (as much as noticed)
Not enough balance. If you spam enemies, they do not have time to attack you, while you farm a lot of points with dynamite and ball, and then quickly get away from them. You can gain a lot of points this way
The graphics, however, are a bit hard on the eyes. I see a bilinear filter instead of point no filter. Blurred pixels as opposed to sharp text pixels
Overall, this was a really fun game.
good mechanics and nice animation and art style!
Great Work!

Here's something I'd like to point out:
- The music is very loud and if you hit multiple enemies it can get painfully load haha
- I would love to see some upgrades like bigger blast radius or faster swings
Overall a very cool game & a nice twist on the survival genre : DD
The pixel art was really charming, I found myself playing longer than I would have - I don't typically like this style of game but I found this one engaging.
Really great concept to let the player control how many enemies should appear, and a perfect fit for the theme. The attack abilities were designed well so that if you do summon lots of enemies you get a good payoff by being able to hit more with a single attack. I kind of wished there was some sort of incentive of levelling up or getting upgrades outside of just going for the highest score, but otherwise a great game. I also made a vampire survivor-like game, however it is a very different take on it than yours. If you are interested, here's the link: https://ldjam.com/events/ludum-dare/55/unstable-elementals
The movement controller felt fine, was able to be pretty nimble in my efforts to avoid the bad guys, and only got caught when I got too cocky and spammed RMB too many times.
I think the abilities are nice conceptually, but I would have reduced the cooldown on the LMB attack to be basically 0 and nerfed it's damage to compensate. The feeling of doing constant DPS in these kinds of games really adds to the juciness.
Maybe you're right, but I want to add a point.
The selection of LMB ability cooldown wasn't easy. I tried reducing it, but the less it was, the more it needed to change from "on mouse down" to "on mouse hold". Coz otherwise the player is forced to spam-click the LMB, which doesn't feel right to me.
The problem is that playing with LMB pressed down continuously didn't feel right either. IMHO there's something that you should continuously spam-click or hold down, it should be at least automatic. Like all the attacks in Vampire Survivors. Why? Because it's not a choice anymore, just an muscle activity. And I personally like choices.
So I ended up with melee auto-attack and a LMB attack with a rather long cooldown. So that the player could press LMB periodically.
Instead I tuned cooldowns in such a way that you can activate TNT, summon enemies, use LMB to fight your way from enemies if you get surrounded, and then use LMB again while TNT is still on cooldown. Then, after TNT is ready, repeat this tactic over and over again. That is using the LMB ability for defense (to break out of encirclement after summoning enemies for the sake of higher score) and attack (to get more score points).
Thank you for your feedback, I really appreciate it :thumbsup:
I think it just doubled the enemies every time I clicked which was a bit much but I'm not sure.
I managed to get them stuck between things so they can't get to me and I can just kill others with lmb.
got a few million points that way^^
I was a little unclear on what the swipe effects meant that kept appearing next to me...
And maybe I missed it, but wished I had some short range or melee ability I could use in a pinch, along with the timer abilities.
Great entry!

Damn, the scaling is crazy. It's totally possible to go for 10 million. Funny strat I used - spawn more enemies just before the dynamite blows up under a horde following you, and have your ball and run ready to get away from those new enemies. A million a minute, just don't take heavy hits.
Awesome game, great work!
(edit: It just so happens that I had to try a few more times, but couldn't actually survive the whole 5 minutes that way, always made some mistake
 )
Good work!