Spellbowl by Excy
A Bowling Card game.
To cast cards, drag and release them WITHIN your castle.
In Spellbowl, enemy Orcs are invading your Castle. You need to defend from within the safety of your walls. Throw spells at the enemies to annihilate them.
I did want to get audio in but couldn't find the time. I instead aimed for a more polished, well-rounded game with a main menu/controls and victory/defeat screens. I also wanted to explore the depth of cards a lot more, there's a lot of extend-ability and exploration to be done with different cards, however I was only able to get 9 cards in.
Overall I'm pretty happy with what I produced in two days. This was my first ludum dare after wanting to join for years, I finally got round to it!
Known Bugs: There's a visual glitch on spells sometimes where its particle effect is still ongoing after drawing it. This is only visual and does not effect gameplay. Bloodbolt heals you for 11 instead of 1. I don't mind you abusing this because it makes the usually very difficult game a lot easier. Make sure you pick up at least 1 Bloodbolt!


| Windows | https://exception.itch.io/spellbowl |
| Source code | https://github.com/Exceptioni/LD41 |
| Original URL | https://ldjam.com/events/ludum-dare/41/spellbowl |
Ratings
| Given | 12🗳️ | 5🗨️ |
Some good concepts such a chaining spells with the runes make the gameplay quite varied, with deckbuilding-lite mechanics to feel like you are progressing really worked well.
The blood card seemed to be bugged in my play through, it says it heals for 1 but would heal me to full health. Not that I'm complaining made the game a little easier.
The waves got a little long nearing the end of the game and it started to feel a little sluggish.
Awesome job though, I had fun playing the game!
The game seems really neat otherwise, but I would be rating Spellbowl _very_ low in the controls/interface category, if there was one.
Just two little things that might make the game easier to understand. 1) Maybe changing the sprite when the player is holding it outside the castle (if it's a spell) to cross it out or show that is incorrect. 2) It might be easier to bowl if there were a few miliseconds after releasing the button before the spell jumped back into the card slots; quite a few bowling attempts were thwarted by a very short stop I was making due to the play area size.
Nice work on your first LD!
Hi @Sophie, hope you could at least try the game now that you know the controls. I would hope that you can appreciate this was made in under 48 hours and that UX wasn't at the top of the priority list.
UX should have been higher on your list of priorities!! Most submissions I've played have had an explanation of the controls shown in the game, which is a really good idea. In very few of them was it as frustrating to apply those controls as in Spellbowl. I understand that you put a lot of work into this, and it's obvious that other aspects of the game got a lot of love and care. I think the game could have worked really well if the amount of vertical space you can drag in was greater, and if there was at least some text in the game explaining how to cast spells. (Or, better yet, an animated example.) But it doesn't matter how much content you have or how good good it is if players become so frustrated that they give up on trying to access that content.
I don't want to discourage you - I just hope that next time you participate in LD you give the interface a higher priority!
Game play doesn't have much depth, but that's to be expected for a compo game. Nice job overall.
It's so incredibly easy to try using a spell, and fail because the action wasn't performed quite correctly, that I have to actively focus and put time into making sure I'm making the correct mouse gesture. This adds serious frustration to the gameplay, and is also why I can't get past wave four without losing a significant amount of health.
Simply allowing the player the whole screen to aim would be seriously helpful, and I don't see how it would be unfair in any capacity.