Arcane Dungeon by Astoeth
You are a fool wizard who is searching to survive amongst the dungeon rooms. Those rooms are full of enemies gathering to see you die to defend yourself you must summon ally. To summon a creature you need first, to sacrifice word of power or item you gather in the dungeon ! Throw it into your giant cup of fire of invocation of ancient power then activate your gebo rune carved into your summoning rock ! It will allow you to explore the magical summoning world and activate strengthening pattern for the creature you summon. From more sound constitution to the ability to wield fire and air against your enemy. It will be necessary as some creature of the dark might be immune to normal attack. Although starting summoning or using invocation doesn't consume anything they take some mana, you would need to think of your choices to defeat the final evil that lurk bellow !
What kind of creature will you summon?!



| Link | https://gahnos.itch.io/arcane-dungeon |
| Original URL | https://ldjam.com/events/ludum-dare/55/arcane-dungeon |
Ratings
| Overall | 466th | 3.675⭐ | 22🧑⚖️ |
| Fun | 440th | 3.6⭐ | 22🧑⚖️ |
| Innovation | 276th | 3.725⭐ | 22🧑⚖️ |
| Theme | 93th | 4.325⭐ | 22🧑⚖️ |
| Graphics | 479th | 3.875⭐ | 22🧑⚖️ |
| Humor | 707th | 2.816⭐ | 21🧑⚖️ |
| Mood | 532th | 3.605⭐ | 21🧑⚖️ |
| Given | 22🗳️ | 16🗨️ |
Took me a while to get how it works :)
I've only got a couple minor criticisms:
1. it could've used better feedback to show you what's happening during the battles, I found it hard to tell which units were attacking and whether they were effective. And also some tooltips to clarify some of the icons would've been fantastic.
2. And were the different "character" summons meant to only work if you landed directly on their space? Summoning the different creatures was cool but I always felt like I was able to create a stronger slime instead of really depending on a knight or something.
I may have also ran into a bug with the final boss, he never seemed to wake up and just let me whale on him once all his minions were dead.
All in all this was a really cool idea and you absolutely NAILED the theme. Nice Job!
As others have stated, there were a few confusing things (which you probably would have put in the tutorial if you had more time). I was able to figure out most parts as I played, like how I didn't have to move completely, or that I had to place the objects into the cup and not the fire (I had thought it was cuz there was a mana cost). I also couldn't figure out what the summon symbols really did though.
I think the summoning map was really creative. It makes the player actually do some work to choose what to summon instead of simply pressing a number key so nice job implementing that! It kinda feels like how changing a summoning circle can totally change what is summoned.
Post-LD, other than the tutorial, I think it would be cool to also have different types of summons with special attributes. This might also clear away some confusion with each of the icons, like maybe the bow icon summons a ranged summon that does pierce damage to armor?
- Allow rotating at what angle an ingredient points toward before pressing the '+' stone.
- Add shortcuts for the arrows that cost mana symbols.
- Allow finding or buying better arrows that cost mana, to add to the player's toolbox of choices.
- Remember a history in case the player wants to re-cast when they have enough ingredients to exactly copy a previous summoning.
- Allow the player to keep 1 monster from the previous battle, like having a familiar.
- It would add more persistence between battles, because after making a cool monster it was disappointing to lose all of the hard work, and have no minion barrier between myself and potentially damaging enemies.
- That could just be my skill issue though, I think the game gives enough tools to succeed with enough drive to explore and optimize spells.
- Allow scrolling around the map to see if I missed anything. Having the map question marks revealed was fun, it made me want to explore and rewarded moving far to the right side of the screen.
- A mode where the map's resources are randomly placed could be a fun challenge.
Some of the above suggestions may undermine some players' enjoyment of learning a spell that works every time though, so its mostly post-game-jam ideas. Do you all have any plans on making the Unity code open source?
Overall nice concept but it's missing some crucial elements.
The artwork was nice, though, and the way that I had to follow paths and work out patterns in order to summon the best creatures was creative and interesting, and trying to discover what was on each question mark really kept me engaged. I was even disappointed when I managed to beat the boss before unlocking everything!
Finally, and this is such a small thing, but: you offered the option to adjust the music and sound effects volumes. Something I've been struggling with when playing jam games is that I found the game's music to be so much quieter than the sound effects, and when I saw you let me control that, I was so excited. I know you opted out of audio ratings, but I had to mention this, because that sort of control made the game so much more enjoyable for me.