The engine provides the underlying system for the input management, deterministic physics, hitbox/hurtbox interactions and the character state machine, so I was responsible for designing/programming the different attacks, the character's movement values, enemy AI and attacks, etc. as well as the art. The audio in the game is also from the engine, unfortunately ran out of time to produce my own sound effects/audio. The controls definitely are a pain point that I'd like to fix up after the jam, as well as making actual controller support work properly
spooncats
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Thanks for the feedback! I definitely had more mechanics in mind in the original scope, the goal was to include synergies and status effects, as well as other roguelike/deckbuilding elements. Ended up having to scrap most of my design wishlist because of how long the artwork took me, but I'm definitely planning on adding more stuff after the jam is over!
Great prototype, big fan of the roguelike deckbuilding elements and the idea of sharing energy between movements/attack/defense.
It might be nice to give some benefit to passing a turn or ending with excess energy, because a lot of the time I ended up with no reason to actually do anything on a turn (ie moving would put me out of range or open me up to attack and I had no defense cards) and repeatedly passing turns waiting for attack cards is a little boring. I could be wrong though, maybe once encounters become more varied/fleshed out with more enemies and obstacles this wouldn't be a problem.