Dragoon Drop by jhandsy
Dragoon Drop is a Collectable Card Platformer! Jump bounce off of enemies, platform, and swing your spear one card at a time while looking for treasure in a procedurally generated dungeon! Check out the instructions below!

TIPS:
- Cards need to be placed either on the left of the right of your character. This determines the direction of attacks, movements, and the like!
Attack treasure chests!
Sometimes its best to just draw a card and skip your turn!
If you fall onto an enemy, you'll deal it damage and bounce off! This is the key to victory!
CONTROLS:
Use your mouse to drag cards from your hand to the right or left of your character to play them.
To draw a card and skip your turn, press enter or click on the deck.
Drag a card to the "Shred" icon to remove it from your deck forever. Doing so will let you draw a card.
TURN ORDER:
After you play a card, the enemies in the area will move, then the traps in the area will tick.
Each entity's turn consists of 4 phases: jump, move, action, fall.
CARD ABILITIES:
"Quick" means the card won't take up your turn.
"Attack" swings your spear in the direction you played the card.
"Move" moves that many cells in the direction you played the card.
"Warp" places you in a space that many cells away in the direction you played the card.
"Jump" hops you up that many cells.
"Fall" makes you fall that many cells.
"Draw" draws that many cards.
"Pain" hurts you that much.
"Drain" heals you that much.
Coding by Andrew Jones
Art by Joe Hanna twitter.com/joehasdiedgames
Music by Micah Jones twitter.com/backontheteam
We used this great font: https://managore.itch.io/m3x6

| HTML5 (web) | https://strangespaces.itch.io/dragoon-drop |
| Original URL | https://ldjam.com/events/ludum-dare/41/dragoon-drop |
Ratings
| Overall | 11th | 4.369⭐ | 44🧑⚖️ |
| Fun | 20th | 4.233⭐ | 45🧑⚖️ |
| Innovation | 15th | 4.333⭐ | 44🧑⚖️ |
| Theme | 38th | 4.402⭐ | 43🧑⚖️ |
| Graphics | 21th | 4.616⭐ | 45🧑⚖️ |
| Audio | 13th | 4.415⭐ | 43🧑⚖️ |
| Mood | 53th | 4.134⭐ | 43🧑⚖️ |
| Given | 31🗳️ | 10🗨️ |
Probably one of the best combinations of action and TCG I've seen for this LD. The jumping on top of enemy mechanic really brings this game together.
Congrats on a job well done!
@Potondo Thank you so much! I'd be super interested in seeing any other TCG/Action mashups. If you find any other good ones send em my way! Now that I think about it, for this LD it'd be really cool to be able to search by 1 or more genres...
@bombjack Thanks a bunch! I'm really glad it isn't proving to be too weird for people!
The little quality of life things (like being able to choose the direction based on the mouse position) really make this a joy to play.
It is also probably obvious, but the art and music are just gorgeous and really work well together.
Great job!
I'd love to see a complete game using those mechanism!
@sprvrn We're thinking about working on it... it's just hard to justify taking time away from our main project right now, haha.
@ElusiveMilestone One of the things we've talked about is balancing how many cards a player has at any given time. Personally I think its cool to compare running out of cards as sort of needing a resting period, but I think we could balance a little more to speed things up.
Thanks a whole bunch! I'm a big fan of your game from this LD, too, and I was straight up OBSESSED with CardHoard last time around!
I would be really interested in any specific ideas for mechanics or tweaks if you think of any! I really admire your work!
With some more content and variety, I could easily imagine this being a full game. Great job!
Minor bug to report: sometimes the text rendering on cards got a bit messed up, e.g.

@Sean-s-leblanc Thanks a bunch! I've been seeking out all the card games I can, too. I really like it as a blended genre, it turns out, haha! If you have any to recommend, I'd love to play some more! And yeah, we didn't catch that bug until after the jam, unfortunately.
@Bauxite Yeah we're kicking around ideas for speeding things up a little. You can press enter to skip your turn though, but it still feels a little sluggish.
My only issue is that the drawing in a direction from the player was a little unintuitive. I know I kept making a lot of mistakes in direction, which resulted in me going left when I wanted to go the other way. My suggestion would be to make a visible draggable area for direction.
The "attack all" moves also are a bit confusing, as it didn't appear to attack everything on the screen. Not sure what I'd suggest for that.
@davidsheadgames Yeah we definitely ran out of time thinking about how to make that more obvious. And admittedly, I occasionally play a card in the wrong direction, usually if I play it too close to the Dragoon. A dedicated play area isn't a bad idea!
As for the wording, we has an initial struggle with how to represent an adequate amount of text on the cards. Haha when I wrote attack all on climhazzard I don't really know why I didn't realize it would be incredibly misleading. We are working on our wording conventions.
@huminaboz We actually had some block cards in there in one of the first builds, but we realized that making the player dodge out of the way was more fun! At least in my opinion.
@AugusteTheClown Yeah for sure. The game gets pretty simple after you get the hang of it. We're working on adding more of a difficulty curve.
The game may benefit from having specific abilities that can be semi-reliably used (using this card leaves it "tapped" or flipped over for X turns) as I often found myself with a lot of attack cards when trying to platform, and a lot of movement cards when trying to engage with enemies. Any such permanent cards could be used as "Hero"/Class cards that are specific to the character you're playing, if that were the type of play you would consider trying.
Besides that, the game was very solidly designed. As long as the player is paying attention to the environment around them, they generally have the space to naturally figure out how the environment works in relation to what they're doing, and what enemies are doing, as well as how the turns interact with one another. The audio was very fitting, and the graphics were good looking pixel art that was all consistent with itself. I hope you make sure to rate plenty of other games, as I look forward to seeing this title among the top titles this jam.
@PeachTreeOath During the brainstorming hours I definitely thought it would be fun, but by the end of day 2 I was convinced it was going to be a disaster! We actually had to take a couple of steps back from what we had at that point to get it to a more fun place. And yeah! Unique cards are definitely going to be a priority moving forward. Stuff more like Climhazzard, which is pretty much the raddest card in the game at the moment.