Prison of the Dream Weaver by candlesan

You are caught in the Dream Weaver's eternal prison.
This game is a mash-up of two different game themes. A Binding of Isaac roguelike combined with a mini card game.
Post-Compo Version changes: * Slightly increased initial movement speed of the player and decreased amount of movement speed upgrade * Changed from 10 cards on every upgrade to 7 cards + randomly dropped cards from killing enemies.
Tools: * Unity * Photoshop * Audacity
Ratings
| Overall | 204th | 3.603⭐ | 31🧑⚖️ |
| Fun | 179th | 3.583⭐ | 32🧑⚖️ |
| Innovation | 325th | 3.267⭐ | 32🧑⚖️ |
| Theme | 412th | 3.35⭐ | 32🧑⚖️ |
| Graphics | 466th | 2.983⭐ | 32🧑⚖️ |
| Audio | 453th | 2.481⭐ | 29🧑⚖️ |
| Humor | 290th | 2.574⭐ | 29🧑⚖️ |
| Mood | 376th | 3⭐ | 30🧑⚖️ |
| Given | 36🗳️ | 31🗨️ |
I've really enjoyed that mix of cards-game with TBOI. My only critiscim is about the Graphics and the first movement velocity and projectile speed, I thing bouth should set up to higher values.
Btw, well done!!!
I liked it.
The card minigame kinda breaks the game flow it's not such a big deal.
The gameplay was pretty fun, and I like how the enemies actually seemed to have some strategy rather than just walking at you in a straight line. The graphics were nice and the overall theme was cool, especially with the blob monster card dealer.
The AI is surprisingly smart and knows how to dodge the player (rather than just rushing ahead). Amazing programming work on the AI! (especially in a 48 hour game jam, damn! You one smart cookie :cookie: )
I like the idea, but the control feels a bit too stiff/slow, so I ended up not playing for long. It's a shame, because I think that if the combat was a bit more fun I would spend a lot of time with this game. :)
It's a pity there wasn't some way of better tying together the card minigame and the shooting gameplay. This game also exhibits my pet peeves: mixing pixel art (the player, monsters and environment) with high-res graphics (the player projectices). It undermines the cohesiveness of the game's aesthetic.
These petty complaints aside, you did a good job in not only implementing a complete game but, in some ways, implementing _two_ games!
I really love the card mechanic, it works very well with the pressure of the Isaac-style fighting. Awesome job, would love to have great and polish graphics to take it to the next level!
Edit: Ok I've been playing it on repeat for 3h now, please let me run away from this cursed dream land
@squimmy Totally fair critique of the mixing of art styles. That's a good lesson for me to carry forward. I do not have an art background and am not good at looking for those types of things but it is a good rule I could follow in the future.
@jd557 @mikelovesrobots @jonathanfdr I will work on a post-compo version that increases the player movement speed! I developed most of the game with a faster movement speed but then I wanted to make sure the player speed ugrade was desirable - but I probably went too far. I'll increase your initial speed and lower the effect of the upgrade.
The core loop of the game is really solid. It feels super rewarding and fun trying to get the different card combinations. The general “game feel” of the combat could be improved I think. There are some small things you could do to make it a bit punchier. Adding some screenshake on impacts always helps. Also pushing the enemies back a bit when they are hit would add a bit more impact to your bullets as now everything feels a bit floaty and weak.