Wow big thanks
@Pixel-Team - I'm real happy you liked the game
To address some of the review comments so far (by
@EvanSki @Mightyjor and
@Pixel-Team) - all of which I totally agree with:
I wish I could always choose to punch instead of having to use the good cards I have I think the biggest thing this game is missing though is the ability to toss things that you don't want
Yes, me too, this annoyed me during my own runs of the game. I wanted to add actual "card management" so you could swap the less useful items instead of the item chests just saying "pockets full"... but ran out of time.
[I was] ultimately destroyed by the stinking temptress! My only gripe is that Temptress. This chick kept healing herself, making her near impossible to kill. How many healing cards does she have, Dan? What, did you give her a whole box of them?
The enemies all have three item slots, their main one and two that they will only use as they get lower and lower in HP. But they can use all of them an unlimited number of times... so since Temptress has "Light" cards in the bottom slot she can pretty much always heal. An oversight because I didn't get enough time to playtest & balance against that sort of thing! In future I probably would put a limit on enemy inventory (at least, in the lower/better item slots).
it also seems like the level order is random based on my two playthroughs
The game cycles through Forest, Cave, Swamp, Tundra and Volcano in that order - picking up at the last one you failed when you start a new run. (So if you reached Tundra then died, you'll start at Tundra on your next run). The difficulty is determined separately to the environment, so effectively you are starting back at "level 1" when you die, regardless of the background.
I think the other really bad card I couldn't figure out was float.
When the player or enemies are floating they take more damage from each attack - but if the attack is already low powered or weak against another element you might not notice because it will still get rounded down to 1 (or whatever).
We need to come up with a new rule that Dan has to start his games the day AFTER we start the jam
Muhaha! That won't stop me, as per my devlog I actually didn't do much at all for the first 4 days of this jam...
I think I've just gotten quite good at making things in a mad rush at this point. Years of practice lol!