Dark Dominion by Zomk
βThe war between summoners in the underworld has begun. Defeat the opposing summoner in a 1 on 1 battle!

Use your mouse to fill in the summoning circles to complete the summon.

I hope you have fun ^^
| Link | https://zomk.itch.io/dark-dominion |
| Link | https://zomk.itch.io/dark-dominion |
| Original URL | https://ldjam.com/events/ludum-dare/55/dark-dominion |
Ratings
| Overall | 107th | 3.711β | 21π§ββοΈ |
| Fun | 178th | 3.395β | 21π§ββοΈ |
| Innovation | 58th | 3.895β | 21π§ββοΈ |
| Theme | 20th | 4.368β | 21π§ββοΈ |
| Graphics | 53th | 4.132β | 21π§ββοΈ |
| Audio | 132th | 3.342β | 21π§ββοΈ |
| Humor | 151th | 3.029β | 19π§ββοΈ |
| Mood | 152th | 3.417β | 20π§ββοΈ |
| Given | 14π³οΈ | 10π¨οΈ |
Thank you very much for playing the game and I'm happy that you mostly enjoyed it ^^
Thank you too, for playing the game and thank you a lot for the detailed feedback.
I agree with you here a lot. I think the game could be base for a good game, but is still lacking in some parts. I believe giving the player more autonomy in building their own decks and providing more summons that interact with the game in different ways (f.e.g. ranged summons) could make it a lot more interesting.
Of course I could blame this on the time constraint, but maybe I should have put even more thought into the game design document I made in the beginning to focus on providing more diverse play styles.
Ideas for more interactability: A price per summon, multiple lanes, more patterns, using memory to remember the patterns instead of something you can see when drawing.
Other than that it was a really nice game though.
I think that f.e.g. a rock-paper-sizzor relationship between units could help here, but as you said, there are multiple ways to achieve that
The main issue, I think, is that the shape-drawing mechanic pulls you away from the actual battle. I got through the whole game not paying any attention to the battle going on in the background at all. I just kept selecting the largest minion and drawing shapes until I beat the level. Not only does this mechanic not ask you to be aware of what is going on in the battle, it actively distracts you from it by giving you an ever-present and unrelated task that covers it up on your screen.
There is a similar game I've played called Quest For Power. It has the same basic gameplay where you summon creatures that walk forward toward an enemy you want to kill. But in that game, you can hurl rocks at enemy monsters through a catapult you have to aim yourself. That's a mechanic that asks you to pay attention to what is going on in the battle, while still giving the player something to do other than watch the fight. My point is, the solution to this problem is to make the player-interaction mechanic require the player to react to things that are happening in the battle and create moments of tension where the player might fail the level if they are not able to complete that task quickly enough.