Thanks for playing, Im glad you enjoyed. The lack of enemy HP is on purpose. We tried to go for a more vague health/damage values and directions like the original Binding of Isaac.
akoreyu
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What an amazingly creative game. The art is absolutely stunning, especially for a 4-day jam. We went for a similar art style, so it is super impressive how polished you managed to make the whole game. I really love the amount of features you managed to add to the game, and I love the soundboards especially. My only nitpick is that I wish there were more of a difficulty curve/ways to mess up with harsher penalties. But for a jam game, this is super impressive. Great work :)
Our team had a really similar source of inspiration (Greek-themed deckbuilder), and it's so interesting to see such a different execution on that idea. Really fun to balance the health and time mechanics. I like that the enemies can steal the time you have left as well, so you really gotta react to their attacks
Omg thank you so much :)) Our team worked super hard on it, so it feels amazing to see people enjoying the game! We are thinking of developing further, not sure if we will reach a full release or anything (I am incredibly bad at working on games past the jam haha), but definitely want to add more cards, enemies, and just generally create a stronger sense of progression
Thanks for playing and I am glad you enjoyed our take on the theme :)
There is actually a way to save cards for the next turn. There is a card called "Avarice" that makes it so that you don't discard cards at the end of turns. But we noticed that it is pretty inconsistent on what cards people get offered in their playthroughs, so a lot of players unfortunately end runs without seeing 3-4 cards even once sadly. Looking forward, we are thinking of a more "controlled randomness" type solution to make sure people get to see and play every card in their run
Thanks for playing the game and for the thoughtful comment. It sounds like you have run into and used the "Hubris" card. The description says something like "Break all defenses," which includes your own! At the cost of not being able to cast any more defensive cards for the encounter, all your enemies take double damage basically. I am sorry this wasn't communicated clearly haha
Deck of Damocles was made in 96 hours for the GMTK Game Jam 2026, under the theme "Countdown." It is a roguelike deckbuilder where the Sword of Damocles hanging over your head acts as both the health and primary resource for cards, counting down your mortality. Sacrifice cards strategically to delay your demise, while also having the tools necessary to overcome any obstacle.


Play the game here: https://akoreyu.itch.io/deck-of-damocles
Yeah, I wish we just didn't have damage values in the cards at all. We wanted to go for the old-school roguelike feeling of trying to figure out what things do by playing them. The terminology is vague on purpose to encourage multiple attempts and experimenting, haha. The first change I wanna make to the game is just remove all the numbers from the game basically xd
Absolutely amazing art, atmosphere, and concept. However, I just could not get the game to work for the life of me. I tried placing the items on the tables next to the beds, on the beds, running into the doctor, or throwing it at him. Maybe I am missing something, but I could not figure it out after a dozen tries :(
Genuinely such a genius concept. At first I was like "oh this mechanic is pretty simple" but had to eat my words pretty early on. Just the fact that you have to run out the moves and can only hold one clock at a time can be made into super interesting and surprisingly challenging puzzles. Really enjoyed it















