Numeric Summon Circle by BruceZoom

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

If the game cannot run on this page (what happened on my computer), you may play it in the browser on itch.io https://brucezoom.itch.io/numeric-summon-circle

The itch.io version is more up to date with some improvements suggested by players, while the one uploaded in this page is kept as the initial version.

Summary

In the world of rational numbers, one may summon minions using the Numeric Summon Circle. Summon minions use math operations and defend your number summon circle against enemies!

Instructions

  • Step 1: Drag number elements (hexagons) in the bottom inventory and drop onto outer nodes of the circle.
  • Step 2: Click inner nodes of the circle to change connections between nodes.
  • Step 3: Wait for number elements to get combined following these connections and opertors on inner nodes.
  • Step 4: A Number Minion is SUMMONED!
  • Step 5: And it dies fighting emenies...

Tools

Game Engine: Unity

Arts: Aseprite

Audio: ChipTone

QQ截图20240415000313.png QQ截图20240415000427.png QQ截图20240415000715.png guide.png

Changelog

All these changes are made to the version uploaded on itch.io. The game on the Ludum Dare page is the initial release version.

v1.1 (April 17th, 2024 09:24)

  • Bugfix: left click can no longer kill your minions.
  • Bugfix: number pickup's animation not going to the inventory
  • Improvement: the next wave text now display count down seconds when the next wave is imminent
  • Balancing: increase addition's initial production speed
  • Balancing: minion's speed decreases as the number goes up until it reaches half of the initial speed
  • Balancing: kill minions with your right click no longer drops any reward
  • Balancing: adjust pace of certain waves

v1.0 (April 15th, 2024 08:37)

  • Initial release

Ratings

Overall 209th 3.364⭐ 24🧑‍⚖️
Fun 224th 3.205⭐ 24🧑‍⚖️
Innovation 34th 4.068⭐ 24🧑‍⚖️
Theme 36th 4.227⭐ 24🧑‍⚖️
Graphics 282th 2.864⭐ 24🧑‍⚖️
Audio 259th 2.548⭐ 23🧑‍⚖️
Humor 248th 2.381⭐ 23🧑‍⚖️
Mood 294th 2.75⭐ 24🧑‍⚖️
Given 34🗳️ 25🗨️

Feedback

byazzle
15. Apr 2024 · 04:16 UTC
Interesting concept! It was a little bit slow to get going though, but making massive numbers was very enteraining!
That character animation was delightful!
LDJam user 388881
15. Apr 2024 · 04:46 UTC
I liked it but I'm confused at how to get the numbers to spawn seemed terribly inconsistent
LightningST
15. Apr 2024 · 04:50 UTC
Fun game, love the concept. I felt like the numbers would just slow down sometimes and I didn't understand why though
🎤 BruceZoom
15. Apr 2024 · 07:43 UTC
Thanks for your comments!

@lightningst The inner nodes with different operators will have different initial production time. For example, multiplications are very slow, about 10 seconds per operation, while addition only takes 3 seconds. You can speed up different nodes with upgrades in the shop, and they will eventually reach 1 sec per operation. (I guess I should add this information to the hover tooltip.)

@legendarypie As for the inconsistent spawning, maybe you are talking about rewards. When an enemy (and your minion) dies, there will be some probability that it drops its number and gets added to your inventory. If an enemy is killed by a minion with exactly the same number, then both will definitely drop their numbers. That's how I thought would encourage players to adjust their calculations to match enemy's number instead of just building a huge number.
LDJam user 382819
16. Apr 2024 · 05:07 UTC
Oh man, what you've pulled off by yourself is just mind-blowing, my friend! Your game is seriously impressive and so polished. These puzzles are wicked smart – hard to believe they were dreamed up in such a short time. I'm already tearing my hair out – my brain is on fire!
Radjax
16. Apr 2024 · 07:53 UTC
Super great concept, had a lot of fun seeing how high of a number I could get. That big dude is still stomping around out there they say. The number spawning did seem off, when I was under capacity it sometimes wouldnt send more but other than that great work!
dardasaba
16. Apr 2024 · 07:55 UTC
I've struggled a bit to understand what was going on even with the tutorial texts, but I really like the concept of mathematical signs changing the numbers you put in!
poboy
16. Apr 2024 · 08:20 UTC
Awesome idea and I love that you build expressions on a pentagram, really interesting take for this jam. Also combines my two favorite things: math and roguelikes. I think some initial speeds on the nodes can be tweaked, it's kind of hard to react to the enemies' numbers, I found myself "pausing" via the Shop menu and working out the calculations and still not really having time to match the numbers, so maybe I'm missing something. Super cool concept so full points for innovation here and I had a lot of fun!
LDJam user 390834
16. Apr 2024 · 08:26 UTC
Pretty fun concept! I also struggled to see when the portal is open and when not.
goodwincek
16. Apr 2024 · 11:29 UTC
Really cool concept! One bug that ended my run was that LEFT CLICK also seemed to kill my units :(

And my guys were so HUGE that when I tried to click on anything in the screen (including the nodes in the sigil), it accidentally registered as clicking my unit... and yep he died so I was left undefended.

![Screenshot_35.png](///raw/3c3/b3/z/63941.png)

Really cool and unique design! Really great interpretation of 'summoning'. I like the math aspect and how overpowered you could make your units with a bit of multiplication power. It was really satisfying seeing them spawn at giant scale with huge numbers.

It was a little confusing when I first started the game — I didn't realize I had to start with the top-most node in order to produce any defenders. I think if that was glowing brighter than the others, I would have known that was a requirement to start. Took me a few Game Overs before I even realized that!

Really had fun once I got my army going, though! Until the bug I mentioned where I killed my own army by accident. The first was an accident, then the 2nd was me confirming that it was indeed a left click that killed my guy. Whoops. Things were starting to get a little crazy with the fractions going on too.

![Screenshot_36.png](///raw/3c3/b3/z/63945.png)

Really creative premise and fun game loop. I really liked watching the automatons fight each other. Excellent work!
JackOfCups
16. Apr 2024 · 17:13 UTC
I thought this was hella clever. Making math fun by allowing it to murder your enemies!
denilseven
16. Apr 2024 · 17:48 UTC
I was super confused at first but when I realized what was going on I knew my mission...
![HUGE FELLAS.png](///raw/a04/63/z/63c57.png)

Jokes aside though, this is a super clever concept. Trying to collect and create the right numbers to match the enemy minions' is lots of fun, but I ended up just using the multiplication node to create huge summons - which I guess wasn't the intended play style.

I think that the waves could have clearer start/stop times to make sure you can prepare for it and make the correct numbers, because as it stands, it's very risky to sacrifice ya boys to prepare some that match.
🎤 BruceZoom
17. Apr 2024 · 01:44 UTC
Thanks for playing the game and comments!

@goodwincek Sooooo sorry for the bug. I added this feature at the last moment because I realized some remainning minions from last wave may interfere player's strategy for next wave and it's better to remove them on player's choice. But I failed to test it thoroughly. Now I fixed the issue and may minion No.934(1/8) rest in peace.

@denilseven Thanks for feedbacks and suggestions. I added a count down timer before the next wave is imminent. (But I am too lazy to add a count down for the number of remaining enemies in each wave.) As for the multiplication power, I was using the low production speed as the trade-off for making large numbers but that could still not limit player's creativity in making large number and then I give up. But watching a giant kill your enemies is also a cool thing, and I don't mind players to enjoy this.
designernap
17. Apr 2024 · 20:05 UTC
Took me a few goes to get going but then it was really nice. Great entry, nice puzzle design and smart approach.
James Dunlap
19. Apr 2024 · 01:07 UTC
Took a little to figure out some of the mechanics, but overall it was a very nice and enjoyable game.
LDJam user 372425
19. Apr 2024 · 22:26 UTC
Very cool idea and great implementation! Definitely a lot of strategy here and it takes a bit to understand how best to use the summoning circle. It is a little difficult to understand exactly how everything works but you figure it out over time. Great job!
AdamG
20. Apr 2024 · 00:10 UTC
This is a really neat idea, it was very satisfying to try to figure out the best way to combine the numbers together, really neat idea. The one complaint I have is that larger number units got so big that their clickbox overrode the ability to place nodes
LDJam user 168929
20. Apr 2024 · 00:20 UTC
Cool game! Like how you used the summoning idea, and it's cool seeing a game focus on math. It seemed pretty easy to build minions bigger than I would ever need, but then I saw I'm supposed to be collecting gold coins by *matching* the enemies rather than just beating them? Seems like with some polish this could be a really neat fun puzzle action game. Great work!
Lone_Wolf
20. Apr 2024 · 01:28 UTC
I avoided looking at explanations out-of-game, and as a result, with maybe a bit of bad luck, the main mechanic of the game completely failed to click with me. I think I just needed clearer visuals on the pentagram as to what was happening. Right now I'm reminded of when I was little, wondering how clocks without a seconds hand could tell time when they needed to measure out 60 seconds before moving the minutes hand :P

Considering this is a compo game the lack of clearer/fine-tuned visuals is completely understandable though. And despite not figuring out the main mechanic I still had fun randomly trying things while summoning an army of 1s (I got lucky with an army size increase on my first game), and I was able to last for a decent amount of time with only that. Nice job!
🎤 BruceZoom
20. Apr 2024 · 02:19 UTC
Thank you all for playing my game and leaving comments!

As you might have discovered, I am really pool at giving in-game guidance, especially when the game has mechanics more complicated than WASD :( I will try to come up with a better way to do that in the future.

@adamg Thanks for the feedback. That's also something troubled me, because I can't find a way to let left clicks go through these giants nor a proper way to display the nodes when a giant is standing above it. Then, I gave up and let this be a feature of these giants.

@anson-rutherford The ultimate goal is still beating enemies. You can still do that without matching numbers, but that would cause you eventually run out of ingredients (these numbers will have very low drop rate if you do not match numbers). And without gold coins obtained by matching numbers, the shop upgrades come much slower, and you might eventually be outrun by the increasing enemy spawn rate.
That's what I was in mind when designing the game, but really didn't have the time to perfectly balance the system.
PabloAbraham
20. Apr 2024 · 06:22 UTC
Great concept blending puzzle and survival with expression-building on a pentagram—innovative and fun! Fantastic job!