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I really like this!

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I didn't make it far in, but i felt like I had to cheese the game to get anywhere. I think that basic movement should come from somewhere else other than your deck

That was a fantastic game! I spent a good hour with this and I've been impressed with the depth of the gameplay in comparision with the limitations that it sets for its players! I see some huge potential in that Ludum Dare 41 entry for an extended version with maybe more action cards, some additional enemy types and maps, but heck, it's impressive the way it is! Congratulations for making such a neat game, I had a total blast with it. :) That's why I recommended it in an article on our blog and also uploaded a gameplay video of it. <3 Good luck with the ratings, my fingers are crossed!

Best wishes,
Sebastian

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God, thanks a lot! I almost feel like many people like the game more than I do, I feel like it has so many design problems. I am trying to think which direction I can take this that solves those issues and has a lot more depth (suggestions welkome, you seem like knowledgeable people). As you mention in the blog, Patient Rogue definitely was an inspiration and I had to make an effort to not borrow too much from it :D

I really really appreciate the support and all the people that are telling me to try to milk the potential they feel this has.

Thanks for playing and recommending! I'll try to keep making stuff you might like :D I see you do a great job finding jam gems, i recognize some of the ones in your blog. Thanks for the follow on itch also! I'd follow if I used tumblr :/ I invite you to take a look at my other stuff.

Cheers!

You're very welcome, buddy. :) And I'm glad that I spotted the inspiration! :D Good ol' eagle eyes, c'aaawww (yes, that was definitely a sound an eagle makes...)!

Suggestions / ideas:
- you could add a card type, that combines movement and attack (would be a pretty rare card, obviously; inspired by the queen in chess)
- I think the flying 'eyeball-bats' should be capable with flying over the void as well, but I'm not sure if that's too unbalanced with the actual level design or not
- you could try out a three-hit-point-system instead of a single-hit-point-system and add a 'Healing card' (maybe just one hit point per heal and making that card kind of rare as well) and according to that the attack strength of the monsters could differ (slimes could do two damage points, eyeball-bats one damage point etc.) - but the single-hit-point-system is lovely as well! Would be more of an experiment.
- possible new enemy types: could vary in their attacking style (like, being able to attack diagonal as well, wide-range attacks etc.) or movement style (I'm somehow thinking of a spider that's able to move from one corner to another directly, like the rook in chess)

Well, I hope that these notes help you somehow. :) And thanks for the hint about your other stuff, I'll definitely take a look at it!

Best wishes,
Sebastian

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Yeah, thanks a lot! Some of these stuff I had thought about, I just got a bit stuck in the base mechanics and I'm not sure I'm completly satisfied with them. i definitely made a mistake reducing health to one in the last hour of the jam, I felt the game was too easy and had so little content might as well make it very punishing. For most of the time I actually had it with 10HP, you could not attack the air, and you could redraw your hand by taking 1 damage.

I'll probably make a very similar but very different game, from the ground up and with a bigger scope in mind, trying to make it really replayable with a progression system or something.

Thanks for everything! :) What a lovely job you do

Watch Ludum Dare 41 Games episode 2 from Tiger_J on www.twitch.tv

This looks lovely! Any chance for a Mac build?

Sorry, I don't have a mac and people I know who have a mac don't have GM2. If you or somebody have it and can compile it for me I'd be grateful to send the source code. Thanks for the interest!

I tried to make an executable on my Mac but it didn't work. I also looked for help online and no luck. I honestly have no idea what to do.

:( I'm really sorry. I'm attempting to port it/make a new version in Unity, so I hope there will be a bigger better cross-platformer TCYD soon. 

Yeah, it's quite odd that I can't port to Mac. That's really cool that you're making a unity version now. I think you're smart and that's cool too.