Congrats! Maybe it's time to show off with a video?
I hear from many people in the community that they'd appreciate an example of advanced play to see what's possible :)
For most elites, their abilities work whenever they're face up - being part of the hand is not required. If there are additional conditions, the description will list them.
I'll see if I can make this more clear ingame for the update - I understand it's a nasty surprise if you don't expect it to work this way.
I'm thinking about adding a lower difficulty level in the next update, where the pressure on attack will be a bit less (we'll see if I can fit it in).
In the meantime, it always helps to look for other sources of attack - especially focusing on getting stronger card combos can give you a lot of attack (and defense).
It's fine to report problems in the comments :)
The wraith thing is a little complicated. Technically, it's working as designed, and the point of the encounter is that you have to manage your use of the haunted remains. You can even use one remains card to take care of multiple wraiths, leaving you with free "burn cards" you can use to manage the demon clock.
But! I do agree it's one of the most stark situations where the game should at least notice you're out of options and *tell you*, since it feels like a lock now (despite this being the result of your decisions during play). There is unfortunately no room to implement this in the PICO-8 version, but I'll take a look at other solutions that make this clearer.
Yeah, the way the game puts the responsibility for ending it on you, the player, is something that I want to work on more for the bigger version. Both in terms of the game just ending things for you, but also in terms of making the whole "finishing up the floor" experience a bit better in terms of running out of options.
Controller support is hopefully coming down the road! The issue is the tiny space I have for implementing all of the game - no room for an entire second control scheme in the release version.
But I am hopeful that given some time and once thing quiet down a bit, I can squeeze that in - if not out of the box, maybe as an alternate version just for playing on handhelds.
It should be there, under:
https://solitomb.com/help/#/12
It is in the "detail" section, after the prompt to start playing, though.
Use your solitaire skills to assemble powerful combos and defeat the dungeon's monsters. Grab treasure and spend it to build a set of powerful, synergistic abilities to help you. Manage both your own resources and a demon's patience to hopefully survive the ordeal.
https://krajzeg.itch.io/solitomb
Solitomb is a PICO-8 game, mixing solitaire and poker influences with a roguelite structure to deliver deep and strategic gameplay in quick, half-an-hour-long runs. The gameplay focuses on stacking and altering cards to execute sweet poker-based combos. It's currently a free-to-play title playable in any browser, with potential to become a bigger standalone PC release down the road.
Enjoy the game and see you in the comments!
Unfortunately, chances for that are pretty slim at the moment. It would mean a pretty involved port, in return for quite a risky financial proposition (with earning money on mobile platforms being hard for games that just want to charge a price upfront).
I do agree Slipways would play well on an iPad, though, and I never say never - things might change in the future.
Glad it worked well in Firefox!
Normally, I add Windows/Linux/Mac executables as downloadables for my PICO-8 games, but I see that for some reason I didn't do this for Dank Tomb. I'll make a note of adding those - once they're up, you can play without PICO-8 just by using the standalone executables. I'll try to put up the executables some time next week, since there is really no reason for them to not be here.
If you want to play the original cartridge file, you do need PICO-8 to load it.
Sorry to hear that! The bug is kind of surprising, since the game hasn't really been updated or changed since quite a while (years), and that's the first I hear of a saving issue like that.
Using another browser might help - or playing using one of the downloadable executables, if you bought the game. I'm afraid I can't offer much help otherwise, since I don't have the right hardware to try and reproduce this (my Mac is too old for Monterey), and the issue seems to be somewhat specific to your machine.
Loved it! A space trader was one of my ideas for the jam as well, using the same idea you did with pictographics used as good types :) I'm glad somebody else did that so I don't have to ;)
Had quite a bit fun! Would love a bit more challenge in terms of eg. diminishing fuel or similar, but it's a nice chill game as it is - not everything has to be made for challenge-seekers like me.
Congrats!
The PICO-8 version of the game is not getting any new development, sorry.
You can take a look at its bigger brother, which includes many new ways to play (including an endless mode for when you want to colonize *everything*): https://store.steampowered.com/app/1264280/Slipways/
Feel free! No need for credit - palette cycling is an old, old technique with a lot of history behind it. It can be used for lots of cool stuff, eg. http://www.effectgames.com/demos/canvascycle/
In any case, have fun!
Sure. It's a palette-based effect. Each frame, before the swipe is drawn, a continuous band of colors is set to various shades of gray, while all others are set to transparent. Each frame, the "band" in the colors moves one step forward, giving the impression of an animated swipe.
The item "glow" animation uses the same approach for a different effect (at sprite #41).