Fun game! A bit frustrating when you're forced to take a weapon that's worse than what you're using, but the fun gameplay and the way buffs transfer to your new weapon make even that scenario fun to play around. Good job!
Ringating
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Unfortunately I was the only one that ever tested the game before the jam deadline, and it seems the meter is much easier to time on a high refresh rate monitor while playing at high fps. The framerate is unlocked in unity, but the web build will be limited to the framerate that the browser tells it to run at. If I play on my main monitor it's 144 fps and feels reasonable to time, but on my second monitor it's 60 fps and feels noticeably harder to time. If yours (and other people's) are running at 30 fps for whatever reason, then I can definitely see how that would feel really bad to time. I'll probably consider locking my jam games to 60 fps in the future, for a more consistent experience regardless of the hardware/software that runs it.
Thanks for playing, and thanks for the feedback!
Reporting back to say "heal scaling" and "relentless strike" are both super, super strong. Got a die full of each and became completely unstoppable (farmed 50k hp and 200 damage a hit on a slime that had a weaker accelerating heal).
EDIT: Didn't even realize before that these cards both keep their power between rounds. Now I can just "relentless strike" to 1 shot every single creature, and the power keeps growing. Absurdly strong, and very satisfying.
I had a lot of fun with this! The balance seems a little wonky (using strong healing/shield skills w/o enough damage seems to make stalemates very possible against the cyclops, for example), but I think that's completely reasonable for such a short jam. The sheer variety of actions is really impressive.