That combo timer resetting on draw was intended, but probably overly generous in terms of how easy it is to keep the combo timer going. In general I think I leaned too much into making the game not too difficult, since there was so much going on, leading to a pretty simple strategy. Thanks for the feedback!
spooncats
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Super polished and impressive, the visuals, music, and game feel are totally on point! If you plan to continue development it would be interesting to see the resource management aspect play a larger role, it felt too easy to become super overpowered and fill up all your blood from even as low as 10.
surprisingly addicting and fun, managed to get at least a B rank on all the levels! I would've liked a way to 'disable' the cursor so you don't ruin the pose when trying to move your mouse away, but it also ended up adding to the challenge. I assume the photos at the end were supposed to show the final pose, but that wasn't working for me (web build on chrome)
Very fun little roguelite/incremental-ish game! I like that the enemy patterns are super harsh, but don't feel unfair or overly punishing because of the low-stakes runs. I think some nice QoL would be an auto-firing toggle since there's no reason to not shoot, and maybe some kind of "run summary" that shows how many enemies were killed each attempt. Great job!
Cool idea and pretty fun once you get in the rhythm of it! The rules made sense and I like the choice to have the suits all be different colors. I think keeping the "guide" on screen all the time instead of having to toggle it would be helpful. I wasn't totally sure what the point of adding "regular" cards to my deck would be, as opposed to the powerful ones.
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
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.













