Deck Shooter by Jimbly

It's a deck-building bullet-hell shooter, what more is there to say?
Links * HTML5(WebGL): dashingstrike.com/LudumDare/LD41 * Source Code: Jimbly/LD41-deck-shooter
Click to play cards. Between levels you can buy new cards and trash existing ones. If you fail a level, improve your deck and try again!
The only card which (I think) is not obvious is the "Auto-Guard", it's a Reaction card which, if in play, will cancel one incoming bullet if you're about to be hit (and then leave play to your discard pile). Every other card has a pretty immediate and obvious effect, so they should be self-explanatory.
Screenshot:

Post-compo change note: Though I had saving and recording of high scores to my server in before the end of the compo, it took me an extra 30 minutes to actually get the display of high scores in-game, so ignore the High Score screen for judging purposes (but do not ignore it for compete-against-your-friends purposes ;).
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Tools Used * Custom Engine: GLOV.js * Mtn Dew * Some tiles in Piskel * Image postprocessing in Photoshop * Sound Effects in Bfxr
I constantly felt behind-schedule this Ludum Dare. I think it's because I had to implement the mechanics for two basically unrelated games (although I feel they came together pretty well in the end, they're pretty independent - I've got a shooter with keyboard controls disabled and cards which simulate pressing keyboard controls ^^). It mostly all came together in the end, though I was really lacking on time to polish the art, I only spent about 3 hours on sound and art and all the rest was systems implementation --.
I, of course, started with some programmer art of really hastily drawn ships in just a couple colors. When it came time to make the final sprites, and there was only 2 hours left in the competition, I decided I didn't have time to re-make all of them well, so I simply scaled my 32x32 programmer sprites down to 13x13 sprites, and the dithering and blending really made them come alive! Fix a couple stray pixels, and I have my final sprites, I think I only had to re-do one of them, because it just looked like a stupid face when scaled down ^_^. Wish I had spent time on the cards instead of just using my UI system's generic "panel" border though!
Also, if you're read this far, check out my other game on Steam!
| HTML5 (web) | http://www.dashingstrike.com/LudumDare/LD41/ |
| Original URL | https://ldjam.com/events/ludum-dare/41/deck-shooter |
Ratings
| Overall | 68th | 3.907⭐ | 45🧑⚖️ |
| Fun | 31th | 4.023⭐ | 45🧑⚖️ |
| Innovation | 94th | 3.86⭐ | 45🧑⚖️ |
| Theme | 62th | 4.198⭐ | 45🧑⚖️ |
| Graphics | 224th | 3.547⭐ | 45🧑⚖️ |
| Audio | 294th | 2.985⭐ | 35🧑⚖️ |
| Humor | 388th | 2.486⭐ | 38🧑⚖️ |
| Mood | 218th | 3.317⭐ | 43🧑⚖️ |
| Given | 43🗳️ | 48🗨️ |
Overall a great game man! I really enjoyed it thank you!
@Gavin-Camlin, yeah, Draw 3 combos ended up over-powered, I think I should have balanced the prices so that the cost of additional cards of the same kind got exponentially more expensive, so you could just not get more than 1-2 Draw 3s until the final level or so.
@morphine All enemies move, but the big ones move pretty slowly, so you just need to wait a bit. I ran into that a couple times myself, and it can be a bit annoying if you don't have the right cards to deal with it.
This game fits the theme so well it almost hurts :grinning:
I do feel like there must be some way to have the hand and the "play field" easier to deal with simultaneously, though. Like, maybe even something as simple as having hotkeys for each kind of card? And then the keys just don't do anything if you don't have the card in your hand to use? I just found it slightly unpleasant how I had to dart my eyes between the two parts of the screen.
Sorry if that sounds overly critical or if that's unwelcome feedback; I really do love what's here already!
The sound effects got a bit repetitive though.
@notgreat Yeah, I wish I would have had more time to balance things more. Though I also found beam usually the best (especially when paired with an appropriate Move), a deck of Spreads and Shields (with no need for any Move cards) works pretty well too.
Maybe if there were icons near the player's ship or something? I don't know. It's something you've already spent some time trying to figure out and by no means do I mean to suggest that there's a simple answer!
Regardless, the important thing I want to communicate is that I like the idea a ton. :)
Really nice job. This is great stuff and I think if you spent time refining it and expanding it, you could have this appeal to a lot of people.
Imo the only bad thing is the sound which become quickly annoying
One thing: I got killed by a bullet after I had killed the boss of a level, that felt kinds lame. Maybe give the player invincibilty once the level's over?
+ fellow Piskel-User ! My compo game too is fully piskel-graphs filled ! :D