really love this, love the FTL/slay the tower kind of vibe.
Very fun, only had a few rough patches but nothing broke and it was enjoyable experience.
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Fortune Favours the 13's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #34 | 3.524 | 3.524 |
| Secondary Theme Interpretation | #35 | 3.619 | 3.619 |
| Graphics | #54 | 3.857 | 3.857 |
| Overall | #58 | 3.373 | 3.373 |
| Quirkiness | #64 | 3.333 | 3.333 |
| Gameboy Soul | #83 | 3.476 | 3.476 |
| Soundtrack/SFX | #112 | 2.429 | 2.429 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game meet GBJam's theme?
In this roguelike dungeon crawler, each floor is built from 13 cards. 12 form the dungeon floor and the 13th mutates the rooms. Those changes don't have to happen in your favour. How easy you can get through the rooms depends on your luck.
Comments
Very fun game and concept! Game loop is relatively simple but the whole thing is very intuitive and I found myself playing for longer than expected. My main nitpicks are that diamonds don't feel too useful and that there were some minor spelling errors. The game might also be a little too easy, but I didn't mind.
This is a cool concept with a nice, simple gameplay loop. The art and general presentation is also nice. It didn't take very long to understand how everything worked. Graphically speaking, it's very polished, which I liked a lot.
I do think the game has some balancing issues. The early-game often ends up being very luck-reliant, since there's a nice chunk of cards that will guaranteed end your run if you fight them. There might generally be some benefit to having a weighed random of sorts, like having it so that higher-damage enemies are more likely to spawn on the right-side cards, or having face cards/aces being added to the deck as you progress through floors, such that there's a little less all-or-nothing right at the start.
Moreso, there's a lot of snowballing with player level. Since leveling up heals you and increases your damage, and that in turn makes it easier to fight more enemies and get more XP, it results in a higher-leveled player gaining levels much more easily. If it's too hard to fight all the enemies, it'll only get harder. Meanwhile, if it's easy to blow through enemies it'll keep getting easier. My two successful runs had me consistently 1-hitting every enemy and 2-hitting every boss starting from floor 3. I'm not sure what would best help with this, though one of my suggestions would be to forego XP on diamond enemies, since the money still seems to be a good reward there; If it's meant to be a negative effect, the extra XP is definitely a more positive outcome.
Good stuff overall, very cool idea.
For me, this is the best game so far. Everything fits perfectly — from the gameplay to the sound!
I really liked it! The simple choices we have to make as we progress through the floor makes for a very clear experience, that I really enjoyed :D
Maybe sometimes when I know I'm going to lose, there could be a way to gamble? Something to let us cling to a small sliver of hope in exchange of something? It would help add some tension to fights, that right now are very calculated (which is good, it's strategic! But maybe when we're despaired we could choose to lose this strategic aspect!)
Also the progression system was really nice! :D Sometimes it just feels good to lvl up and feel stronger xD And having a passive curse over each floor makes for a fun twist! :D
Overall really good, thank you!!
That was really fun! The room movement reminds me a lot of FTL; there's a nice emphasis on forward movement, as well as planning your route as to maximize resources while balancing the chance of running into a corner you can't get out of. The graphics are readable, and the knight is charming. The sound effects convey the action well.
I think I just got a lucky early game, but I consistently outpaced and one-shot enemies, saving my diamonds for damage upgrades and an occasional heal, before eventually beating the game. It might have been the two diamond enemy dungeons I got in the beginning that supercharged my EXP and LvL. Maybe—big maybe, since this is sort of a harsh suggestion—maybe diamond enemies should only award diamonds, instead of both diamonds and EXP.
Great work!
This is a unique but cool idea. I really enjoyed playing it, always moving between full health and almost dead until the blood tax finally got me. I like the artwork and palette.
Music is dearly missed. For a longer play time I'd prefer a bit variation later in the game, but I understand that this could have been too much for the jam duration.
I had some trouble understanding what was happening at first, but once I locked in I ended up really enjoying this entry. Good use of the theme too. Good job!
pretty awesome rougelike. and even more awesome take on the theme. there was a point where if i didnt get the tax debuff, i would have continued to speed through.
There's a lot of nice themeing across the entire experience with each suit having their own flavor of bad luck.
Once the player gets scaling it felt like I could always stay ahead of the enemy scaling though and only the Hearts blood tax or Clubs enemy speed even had a chance of killing me. The Diamonds attacking me turned into extra XP most of the time in addition to the money as long as I kept my damage up to one-shot them and the boss from the Spades kinda turned into a free boost of XP since I could 2-shot him and not get hit by his charging attack.
Overall a really good execution and a fun game. It felt nicely balanced for a jam entry to let people have more chance of seeing the full experience so if people find it "too easy" then I think it's currently in a good spot, lol.
really nice concept, but im too lame so i was not able to go more than the 1st floor
This game gives me very nice gameboy vibes mixed with the roguelike gerne. Getting bad effects with the 13th card is a nice implementation of this GBJam's theme!











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