The Cards You're Dealt by Raindrinker

In this world, every action you can take is a card, and you only have access to the three that fit in your hand. Build a deck and try to slay as many monsters as possible.
BUGFIX: Enemies attacked you without warning if the position they intended to move to became occupied.
| Windows | https://raindrinker.itch.io/the-cards-youre-dealt |
| Original URL | https://ldjam.com/events/ludum-dare/41/the-cards-youre-dealt |
Ratings
| Overall | 12th | 4.159⭐ | 43🧑⚖️ |
| Fun | 25th | 4.036⭐ | 44🧑⚖️ |
| Innovation | 103th | 3.833⭐ | 44🧑⚖️ |
| Theme | 100th | 4.088⭐ | 42🧑⚖️ |
| Graphics | 83th | 3.976⭐ | 43🧑⚖️ |
| Audio | 193th | 3.269⭐ | 41🧑⚖️ |
| Humor | 468th | 2.25⭐ | 30🧑⚖️ |
| Mood | 40th | 3.808⭐ | 41🧑⚖️ |
| Given | 31🗳️ | 14🗨️ |
Anyway, good job o/. After the Alakajam#2 entry and this one, you'll be sure I'll follow your work :D
@noa-calice Thanks a lot! I really appreciate the comment about soundtrack, it's the first time I tried to make music myself toying with Bosca Ceoil and actually something decent came from it. Thanks for the praise! The game feels so non-difficult to me after having played it so much, maybe I put the bar too high in the end. Once you get used to it it should feel really easy, I just hope people won't stop playign after the first death.
Anyway, well done !
During a playthrough, I made it so that the enemies move to the same tile in the next round/step, then i died. Not sure if it is a bug, but I thought I should let you know.
In the future, are you thinking about making the levels psuedo-randomly generated?
I wish there was a way to play a little faster (numpad or other ideas?) and feedback sounds.
The graphics, mechanics etc feels very polished.
Definitely keep the one hit KO, I don't mind games with a bit of a punition.
It's unfortunate you don't want to keep at it (I guess you are working on other interesting projects ;) ) but this concept with deck management after having a preview of the level etc would make a solid complete game.
I recommand people to play it, good work.
Nums (1,2,3) to select cards is already in the game :) Yeah I didn't have time for SFX. Super glad you like it!
EDIT: Well, maybe the first level should be played only once, but it's nothing big.
Good job!
Realy liked the concept and would love to see this expanded.
My favorite parts:
-Solid gameplay.
-Fun strategy theme.
-Diferent ways to play even with small set of cards.
Suggestions:
-Moaaar card types.
-Some explanation on the cards themselves, the chess pieces were predictable but I had no idea what the rest did before trying.
Well done!
I've made a game before that used a similar "draw cards for movement and actions" mechanic, and while the idea is fun on paper I've learnt it's surprisingly hard to get right and balance correctly. You were much more successful than I, making the game satisfying to discover and not too frustrating when watching cards being drawn. The graphics are great as usual, and the chess-inspired cards are a great idea to make the game easy to pick up.
My main little suggestion is that if you had the time, little paper sounds when playing/drawing cards would add a lot to the atmosphere.
Now overall I indeed found the game to be quite easy, and in the end repetitive as long as you don't take unnecessarily risks. If you kept refining the mechanics until completely satisfying, you might end up with something close to the awesome [Hoplite](https://play.google.com/store/apps/details?id=com.magmafortress.hoplite&hl=fr) mobile game actually. Here's some of its design choices:
* All monsters have a single HP. Instead of strong monsters, there are more of them.
* Each monster has a different way to attack (some are ranged, some can throw time bombs anywhere within 2 tiles, etc.)
* Attacks work differently (for instance, when you are one tile away from a monster and close the gap, that's a hit).
Not saying these would by necessary changes, but after spending a week-end thinking about such mechanics you'd probably find Hoplite interesting!
I'll look into hoplite. Seems like its in line with what I'd do if i wanted to improve this, which is to steal more stuff from Into the breach: ranged and areas, making position super relevant by making pushing an option, and making the enemies do more interesting stuff that you have to respond to.
You're always such a powerhouse in game design and analysis! I'm glad you played this and found it interesting.
The aesthetics of it caught my eye starting by the title, and the monochromatic art is so... x3
The character remembers me a bit of Bound of Isaac. And taking the first steps made me think of a child.
Had the page open for a few days but was afraid I would be disappointed. For starters I'm not much a fun of card games and there are a few games in LD with more art than game (which not always is a bad thing, but frequently is).
I was confused the first time I encountered an enemy because I thought I'd be forever taking a step back and it forward, but I gave another chance and it worked pretty well. Sometimes it's a bit tiresome when you just run around the enemies wishing for the right card, but some other times while luring them I feel like i'm ** SEDUCING THEM TO DEATH!!** Kinda like a dance.
Please expand it post jam!
ps: I also wish it would be more forgiving. How many dungeans there are? I've completed 9.
EDIT: I came back to read the comments afther the high and got some answers, like your intention of not expanding it (but I'd like to see other games) and how the levels are generated.
Also, congratulations in making the music. I've tried it before and was completely clueless.
I got frustrated with this one, because as you have seen, there are some design problems with the cards and stuff. I tried to take inspiration from slay the spire, but in that game they manage to avoid making you do pointless stuff and enemies are always a threat. I'll need to rethink a bit.
Thanks a lot! Be sure to follow me on itch in case I do release some thigns you might like :)
Really interesting execution of such a simple concept. For what you've down with the constraints of the 48hrs, I think you've got a knack for good design. Loved all the easing and tweening too, feels really fluid and still responsive!
Here is a link to the highlight https://www.twitch.tv/videos/255427387?t=02h03m27s

Thus my only complaint is that you could directly tell the player they can restart using the button, but that's probably on me anyway. In any case, a great entry. I'd welcome trashing/discarding, but that would probably make me even more OP (or trash vs pick new card could work).
A good tactical/cards strategy/dungeon game.
Glad you liked it! I'll try sometime soon to make a really similar game avoiding the design issues this one had (im sure you noticed frustrating and bothersome moments due to the way your options are limited). I wanted to have rooms inbetween combat where you would add cards and trash cards in a fire, but I didn't have time. Make sure you follow me on itch! :D
I like an idea of a card game crawler. Speaking of balance - I think it gets kinda easy and repetitive when you get to know how to deal with each type of enemies - you can just play safe and shuffle through a deck to get right cards. May be adding some systems that will motivate player to be more agressive, use less cards, or even play faster (realtime timers, huh?), could solve this.
Nice entry overall! :thumbsup:
My artsyle, I work with what I have, I love that you like it.
Im trying to work the concept into a party-based RPG, making moving not a card. If you wanna be informed if I get anything done give me the follow on itch! :)
