Loitsumaali by vinzBad
Loitsumaali is a game where you paint glyphs, to SUMMON spells, which banish ghosts back to the shadow realm. Can you defeat all of the relentless assaults?
You can play the game with mouse, touchscreen or even touchpad. If your wrists hurt after endless hours of playing this game: Just use the spacebar instead of the left mouse button. Draw glyphs on the octagram in the right order to to summon spells: 
It plays best on touchscreens. Works well enough with mobile browsers, tested on an iPhone SE.
With the top right "Spells" button you can see a list of all the spells in the game. It also pauses the game.
The name should mean something like Spellpainter, I hope it's not an insult in your language.
Made with Godot 3.5.3 and Gimp.

Game's too difficult? Just remember your ABC -> ALWAYS BE CASTING

There's also a hidden easter egg for true defenders of managed democracy 🫡
Ratings
| Overall | 221th | 3.311⭐ | 39🧑⚖️ |
| Fun | 172th | 3.408⭐ | 40🧑⚖️ |
| Innovation | 101th | 3.645⭐ | 40🧑⚖️ |
| Theme | 94th | 3.934⭐ | 40🧑⚖️ |
| Graphics | 323th | 2.592⭐ | 40🧑⚖️ |
| Humor | 277th | 2.129⭐ | 37🧑⚖️ |
| Mood | 285th | 2.789⭐ | 40🧑⚖️ |
| Given | 28🗳️ | 57🗨️ |
In the beginning I had some problems - I couldn't remember spells so I think it would be cool if you add them somewhere on the main screen. So it wasn't obvious that fireball has a direction and my first one flew somewhere in walls :smile:
Fun game, great game. Simple to understand, pretty much pick up and go. Some of the VFX when casting the spells were pretty cool.
Maybe you've seen this issue but didn't have time to do anything about it: once you play it on the phone, you can cast spells so fast that you "break" the game. You can perma push enemy units. You can have 20 golems throwing rocks. You can have a complete wall of fire. It's fun to see it for the first time, but if you do achieve that, then the game becomes pointless. A mana gauge could help solve that problem. Or maybe some enemies only get affected by one type of elemental power, or do NOT get affected by one type of elemental power. Meaning you can't spam the same spell again and again, and you DO have to look at what's coming and react to it. There's not much replay value once you know how to break the game.
Great game again, loved getting to experience it.
Ah I honestly was hoping for comments like this in regards to balancing. I kinda wanted to have this learning curve where you become a ultra powerfull spell painter. I wonder how long you could sustain this in the endless mode ;) In later waves some enemies will have the blue speed shield which significantly reduces the slow down. But yeah more variety and strategic depth would be nice.
While I did find the game quite easy it was still very fun drawing out glyphs and watching my enemies get obliterated.
The game could use some polish with sound design and balancing.
This a great foundation if you wanted to expand it into a full game!
Amazing work!
Thank god you had screenshot of the spells on the itch page I don't know if I would been able to use them otherwise, haha
Was a cool experience to play for a bit.
Excellent idea and execution. I was just sad that there weren't any more spells to use. I realy hope you expand this idea in the future. I'd be glad to try out a more fleshed out version.
There were couple minor oddities that could be worth looking into. Or then I'm just a dummie and didn't see the information :sweat_smile:
- The push spell seemed like it sometimes dealt damage and sometimes not and I'm not sure was it supposed to or not
- The zap spell seemed to fire a bit too quick. I _think_ this was the intention - to have one faster spell - but the visualisation was a bit off and it felt like the spell was prematurely fired.
- The golems could have used a timer/health bar of some sort to indicate that they are not permanent. My defensive line decided to nope out of the situation on a critical moment and cost me the game :joy:
Like I said, minor oddities. They didn't take away from the experience at all. All and all a really nice compo entry!
EDIT:
Forgot to mention that "Torilla tavataan" (finnish inside joke, almost worthy of a googling).
`Loitsumaali` translates to `Spell paint` which also works very well for the game. `Loitsumaalari` would have been an exact translation to `Spellpainter`. But close enough. Extra points for using finnish :grin:
- The push spell removes the green shields. It doesn't do "damage" (Blue shields are very resistant to push)
- Yep the charging and aiming is a bit off, didn't have the brains to build a nice solution that works for all spells
- That's funny! Happened to my wife too. Just remember your ABC -> ALWAYS BE CASTING
I think the obvious things for improvement are graphics and lack of audio.
It would also be cool if there were some more dynamic reasons you needed to summon different things, like maybe some type of pokemon type advantage deal.
Great job!
Overall, great job!
I had trouble drawing the patterns with a mouse but I loaded the page on my phone like you recommended and that was indeed much easier!
The recognition of the drawing worked pretty solid. It would be nice to have some kind of progression system to more powerful spells. I didn't notice any kind of mana system, so in the end I just kept spamming the golems, which made a nice little wall in from of me :)
I like the variety that this game offers, the spells all feel unique and useful. I can imagine the chaos and fun when there are even more spells to choose from, in order to counter new and different enemies.
Well done! :D
I ended up using the golems over and over again because I could spawn them before the enemies came onto the screen.