The Pitch
A day in the life of a freshly graduated witch who has just found an ancient scroll that can summon a demon. Explore the swamp, gather the ingredients, bring them back to your cauldron, and summon something all-powerful.
Designing for “Summoning”
We made the summoning the destination rather than the mechanic. The loop is explore → collect → return:
- Explore. A hand-built swamp with landmarks (docks, glowing mushrooms, lanterns and ruins) to help players navigate.
- Collect. Ingredients scattered through the space, tracked in an inventory.
- Return. Everything leads back to the cauldron, where the spell comes together.
An inventory and minimap (Tab) keep players oriented in the open 3D space, which matters in a jam game where players spend minutes with it, not hours.

![A glowing lamppost above a note on a tree stump, with floating tutorial text: “Press [Tab] to view Inventory & map. [Escape] will close the game at any time”](/_astro/witches-brew-2.BBG4jYru_Z2gD3DO.webp)
My Role
I was the programmer and designer on a three-person team.
| Role | Team member |
|---|---|
| Programming & design | Delauraen (me) |
| Level design, audio, main theme | Catharticmeat |
| Writing & narrative | MeantToBri |
