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I appreciate the feedback!  The bar was meant to represent the number of cards left in the deck, and I was split 50-50 on whether I should end the floor when you get all the cards out of your deck or when you play the last card.  I ended up going with playing all cards and adding the "storing" system as a compromise.  I'm working on a post-jam version, and I'll definitely try ending the floor after all cards are removed from the deck.  I do think that could solve some of the issues of being stuck with all "take damage" cards when at low health.

Lower levels do actually have unique misfortune cards, but they still have a chance of being rerolled as misfortunes from lower floors.  Plus, you keep those lower floor misfortunes in your deck, which dilutes it more.  I'll definitely look into making each level feel more unique!  Your suggestion about different sounds for each level is a good one, and something I definitely would have done if this wasn't a jam game.  The post jam version will definitely do this.

Yeah right, differnt misfortunes on lower level and the positive card the player has to buy. I don't know why but it feels strange only having added more negative cards when going lower, while the positive cards stay the same from the beginning. I need to play it more :) 

Hhmm... it makes sense, the you bring your skill with you so then the upper level are easier, but maybe this was the thing with that the become a bit unmeaningful. Once you have some more good cards, 1 level is "useless". Can't really put my finger on it.

Do always all card bought cards get into the deck? Together with all of the negative one from a level, always all of them?

Imagining a character going through a level, there is a certain amount of thing it has to do to get through, but not necessarily has to use all its skills available.