
Summoning Grid
This game is from ldjam.com, which is currently unavailable.
You can try viewing the original page on Web Archive (may not load correctly).
You can try viewing the original page on Web Archive (may not load correctly).
Once again, Arch-Daemon Zur has been trapped in the 9 pits of hell by one of their rivals.
- Each level is the arch-daemon summoning humans by marking the correct squares in a grid with a rune
- This is a nonogram puzzle game
- Click each tile to change from "no rune" => "rune" (white) => marked as "no rune required" (red)
- The numbers next to each row and column indicate blocks of tiles which should be marked
- They are in the correct order and must have an empty tile separating each group.
- Waves of enemies attack and must be survived.
- When the player wants they can check the puzzle solution by clicking "Summon". They are rewarded an amount of mana depending on how close to correct the solution was. Closer to perfect = more mana.
- They then purchase humans to summon.
- Once the wave is complete, they get a score based the enemies killed and if they got the puzzle correct.
- ~~If their health drops to zero, the game ends.~~ NOT IMPLEMENTED
- There are 9 levels to complete.
How to solve the nonogram puzzle: https://delightfulpaths.com/how-to-solve-nonogram-puzzles
This is a much better explanation of this type of puzzle game than my bullet points
Clicking the tile toggles through the states, the X is purely to help you mark a tile as definitely not required
Although I'm pretty happy with the concept of using a nonogram as a puzzle for summoning, this didn't really come together within the 48 hours.
Sadly I was a bit sick and just had to work at a slower pace, such is life. Crucially I think a lack different of humans to make decisions about summoning, a lack of different enemy types in multiple waves and the un-implemented health for the demon keep this from feeling like a proper game. The demon is that placeholder red square at the bottom! The top black one was supposed to be a portal enemies emerged from.
Obviously I'd have liked to work on a little graphical polish, some audio and tweak the gameplay/scoring/balance but glad I finally got a highscore board into a game :laughing:
I had fun making this little game that feels like a prototype and I am planning to develop more for fun. I think having multiple smaller nonograms that can be solved for waves of enemies might be a change it would benefit from. The larger ones are such a different pace to the one wave of enemies you have currently.
How to play
- Each level is the arch-daemon summoning humans by marking the correct squares in a grid with a rune
- This is a nonogram puzzle game
- Click each tile to change from "no rune" => "rune" (white) => marked as "no rune required" (red)
- The numbers next to each row and column indicate blocks of tiles which should be marked
- They are in the correct order and must have an empty tile separating each group.
- Waves of enemies attack and must be survived.
- When the player wants they can check the puzzle solution by clicking "Summon". They are rewarded an amount of mana depending on how close to correct the solution was. Closer to perfect = more mana.
- They then purchase humans to summon.
- Once the wave is complete, they get a score based the enemies killed and if they got the puzzle correct.
- ~~If their health drops to zero, the game ends.~~ NOT IMPLEMENTED
- There are 9 levels to complete.
How to solve nonograms
How to solve the nonogram puzzle: https://delightfulpaths.com/how-to-solve-nonogram-puzzles
This is a much better explanation of this type of puzzle game than my bullet points
Clicking the tile toggles through the states, the X is purely to help you mark a tile as definitely not required
Mini-mortem
Although I'm pretty happy with the concept of using a nonogram as a puzzle for summoning, this didn't really come together within the 48 hours.
Sadly I was a bit sick and just had to work at a slower pace, such is life. Crucially I think a lack different of humans to make decisions about summoning, a lack of different enemy types in multiple waves and the un-implemented health for the demon keep this from feeling like a proper game. The demon is that placeholder red square at the bottom! The top black one was supposed to be a portal enemies emerged from.
Obviously I'd have liked to work on a little graphical polish, some audio and tweak the gameplay/scoring/balance but glad I finally got a highscore board into a game :laughing:
I had fun making this little game that feels like a prototype and I am planning to develop more for fun. I think having multiple smaller nonograms that can be solved for waves of enemies might be a change it would benefit from. The larger ones are such a different pace to the one wave of enemies you have currently.