Imp Unsummoning

Category: Jam / puzzle–action
Stack: Unity 2D, shipped as WebGL (drag-and-drop runes into slots on the wooden bar, aim, then OK to launch)
Play it: Ludum Dare 55 entry

Team: tortoise, nilnull (me), riv-roy — credits as listed on the jam entry.

No AI engineering assistance: Unity, C#, and this WebGL build were done without agentic coding tools. On this site, Rapid Prototypes is reserved for AI-assisted TypeScript/JavaScript browser builds; jam ships like this one sit as their own project instead.

Imp Unsummoning WebGL UI: parchment playfield with 1-bit imps and obstacles, wooden tray of runes, core rune slot, modifier slots, aim control, OK launch, and hammer.

WebGL session
Annotated capture of the in-browser build: rune tray, core + modifier slots, aim-then-click targeting, and OK to send — golf/pinball-style motion on the scroll.

Hand-drawn how-to: bolt rune in the middle slot, optional modifiers, take aim at an imp, hammer and OK.

How to unsummon imps
Jam-page diagram (mirrored locally; original on jam.host).


Premise

Imp Unsummoning was a three-person Ludum Dare 55 game. I proposed the rune combinatorics loop: you drag runes into the wooden bar slots (core + optional modifiers), take aim, then hit OK to commit and send the shot in a golf- or pinball-style motion across the parchment with 1-bit imps and obstacles. The team signed off on that direction and we shipped under jam time pressure.


What I owned

The jam meta was honest: teammates were partly using jams as a finish line for actually completing games. I picked up level workload so we had coherent stages instead of a mechanics demo with nowhere to play.


Personal aside

I still do not gravitate toward 2D games in general. I took the level and sprite workflow anyway because I had figured out how 2D sprites and scene setup needed to work for this build, and someone had to close the gap before the deadline.