Triumvirosis by Jared Saizdelamora
Triumvirosis is a turn based tactical summoning game where you are tasked with summoning an eldritch army and unleashing them against your foes!
Each level, your actions revolve around your summoning altar. Each turn, you receive summoning energy from your obelisks that can be used to summon new minions during your turn. Be mindful - minions have a mind of their own, and may not always act as you expect. During the player action phase, you may select any map tile to command your horde to move in that direction, as well as summon new minions. You can also view the map with WASD. Once you've made your selection, hit "click to start action phase", and the various minions on the board will take their actions (you can pause with space).
This is J2 Softwork's first attempt at Ludum Dare, and we had a great time! Good luck and good summoning from Jared and Josh!
The "this breaks the game" button unlocks all 4 levels, in case you want to experience some of the other levels but have limited time.
Update Unity build issue resolved, bon apetite!
| Link | https://j2softworks.itch.io/triumvirosis |
| Original URL | https://ldjam.com/events/ludum-dare/55/triumvirosis |
Ratings
| Overall | 1176th | 2.711⭐ | 21🧑⚖️ |
| Fun | 1211th | 2.132⭐ | 21🧑⚖️ |
| Innovation | 1119th | 2.639⭐ | 20🧑⚖️ |
| Theme | 900th | 3.235⭐ | 19🧑⚖️ |
| Graphics | 854th | 3.263⭐ | 21🧑⚖️ |
| Audio | 549th | 3.263⭐ | 21🧑⚖️ |
| Mood | 707th | 3.444⭐ | 20🧑⚖️ |
| Given | 7🗳️ | 10🗨️ |
Gameplay wise, the game seemed very easy to win, and some of the controls were unintuitive; could have used a short tutorial telling me exactly when and where to click for what.
Also, the 'You Win' screen is a bit hard to read.

I had a few issues with the gameplay though. No matter what I do my units won't move to the right and the enemies won't move to the left. It's been a standoff for multiple turns now. :D Maybe I'm doing something wrong.
I like a slow paced game but this dragged on a bit too much. Like, movements and stuff were slow and moody, but then on top of it, I'd have turns where everyone on the board just went back and forth between two adjacent tiles, making it even slower. I'm not sure exactly how selecting the blue tile works. At first I thought it was picking where the summon would go, but it might have been instructions? I am still not sure.
Sideways maps could have been zoomed out so more was visible, and head-on maps could have been sideways, just to make it all a little easier to parse out, again. I like what you were going for but it would have made it easier to play, and the friction didn't seem necessary.
It's a good start and aesthetically quite nice. Good work!
My biggest critique: the AI needs improvement. The randomness (e.g., moving backwards, or side to side) makes for a verrry slow action phase. Not very action-y.