Summoning of Qasimar, a Short Retrospective

First off, play it here, if you haven't already!

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Ok, so the game is too hard. I know. Funny thing is, this is pretty much the first time I actually had a testable build early enogh to get some feedback, even tough I had less time than usual since I only started on it very late on Saturday. But unfortunately, most people didn't have time to test it so I was left with very few data points. The original version was, unbelievably, even more obtuse than the final one.

So the main thing that went wrong was definitely the difficulty. It was a hard balance to strike with having the right feel for the game, but still making it playable, and it erred too much on the side of obscure. I also wish that have had a bit more story, and maybe some other characters in the game. And should have recorded some voices for the demons.

Few comments wished the summoning cutscene to be skippable, but that's actually one design decision I stand by, since the longer summon sequence deters from brute forcing the puzzle.

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Art-wise, I think I managed to nail the style pretty well, though I'm not 100% happy with all the symbols. Judging from the comments, people generally appreciated the visuals. And the music, which comes as a bit of a surprise since it's the first "song" I've composed in over 15 years and, honestly, I wasn't very good at it back then either. I played it safe by googling chords suitable for a horror soundtrack and then just building it around that.

Overall, I'm happy with the result, even if I wish I would have been able to test it more and tune the difficulty downwards. On to the next 20 Ludum Dares, then!