do not go gently by nsadie

Alone
You are the lone survivor of a plane crash, but you are not alone...
Survive the night by searching for the pieces needed to fix your radio while keeping your fire alive to keep the darkness at bay.
Play
While the web build works fine, the standalone version is the preferred one!
https://neil-sadie.itch.io/donotgogently
Instructions/Rules
Gameplay
There are 4 types of resources: - radio parts - fire - health - ammo
The object of the game is to collect all 5 radio parts by drawing from a deck of cards.
Every round you will be offered a choice of two cards. One visible and one hidden. Once a card is chosen, the card resolves and both cards are discarded.
Cards have various effects, raising or lowering resources or initiating battles with a creature.
Careful! Every time you burn through the deck, the discarded pile will be shuffled into the draw pile and the fire will drop a level.
If the fire dies out or your health reaches 0, you die.
Fighting
You will also encounter creatures that you will need to fight.
The player always attacks first, selecting the amount of shots to take. Each shot does between 1 and 6 damage. A punch does a single point of damage. If a creature is defeated, you gain a reward that you will see scribbled on your notepad at the start of the next round.
Keys
Press Escape to quit the game
Screenshots

Implementation Details
- Unity 2019.3
- Photoshop
- Blender
| Youtube | https://neil-sadie.itch.io/donotgogently |
| Youtube | https://neil-sadie.itch.io/donotgogently |
| Original URL | https://ldjam.com/events/ludum-dare/46/do-not-go-gently |
Ratings
| Overall | 919th | 3.614⭐ | 46🧑⚖️ |
| Fun | 1184th | 3.341⭐ | 46🧑⚖️ |
| Innovation | 709th | 3.548⭐ | 44🧑⚖️ |
| Theme | 1119th | 3.705⭐ | 46🧑⚖️ |
| Graphics | 1041th | 3.756⭐ | 45🧑⚖️ |
| Mood | 207th | 4.057⭐ | 46🧑⚖️ |
| Given | 60🗳️ | 65🗨️ |
Nicely polished, love the little LD46 detail on the plane, the writing is great, everything is clear. Liked the combat system, very simple yet presents you with interesting choices. Minimal graphics for the monsters works great.
Few little nitpicks:
- Think I found a bug: the radio parts on your notebook are still scratched out if you restart.
- found it a bit easy
- my first run didn't have very interesting cards, maybe you could consider fudging the RNG a bit to ensure an interesting run on your first go? or something.
As an aside, the WebGL build had UI issues for me (missing numbers for health, fire, etc.; notepad text for radio parts and final writing missing; numbers on deck bags), but I downloaded the windows build and everything was fine.
I agree, it is a bit easy, but you can also lose pretty quickly on a unlucky run. We only got to play testing VERY late (like a couple of hours before submission!)
We were thinking of only allowing one radio card in the deck every round, that would stretch it out a bit more and you would burn through the deck much faster, meaning your fire would burn out easier.
@ecmjohnson The web build seems to have issues with some text disappearing, especially when changing resolution, it must be some sort of unity bug.
@wilhelmstein My wife drew the card art for us in between trying to keep our small kids happy during lockdown! And it might be my favourite poem...
Very well done, and congrats on finishing the game jam.
Good instructions, fine graphics and interesting game mechanics! Still (imo) - bit ambitious and/or a too large project to implement on this short Jam-schedule
Edit: the game get 'crashed' on while getting the card "Radio Battery". The notebook spawn but is just nothing but clear, and now can't do anything - even i'm press the Esc-key the whole game crashes while pressing the other buttons - with a report "the browser page has been crashed"
Can't see the 'resource points' (like; how much i got health) either

For the whole time I just got bit low on ammo, that was about it. Just when I started to think that maybe I'm in a bit of a pickle. But then the screen came (played web version in Chrome on win7, in case you decide to find a fix). So definitely not challenging enough for me to feel that I cracked the code and outsmarted the game.
As I was writing this I realized that maybe the player hasn't really got a viable option. You either pick a good/bad card or pick whatever is hidden, it's just not really interesting decision making I'd say. You're not making trade offs, you just avoiding what you think would be worse. If you can see monster card, then the other one is probably not worse, most likely better, so what you even should think about? Maybe you just need to give player more viable options, so he can make tough choices and feel under preassure, but also rewarded afterwards?
I don't really think that stretching the game would help much, cause the core loop stays the same. Maybe you should give it one more go to see if you can patch it up somehow? Just for practise's sake? I'm not the best when it comes to designing card games, so I cannot put my finger on it precisely, but there's clearly something important missing in the game core-loop-wise. So take aforesaid with a pinch of salt, maybe the problem is elsewhere, but I'm trying my best to point you in the best direction I can provide.
That being said, you all (your wife included) did a great job on the game, the artstyle is atmospheric and moody, it fits well together, and also the blend of turn based combat, cards and the iso/3D background feels pretty nice. Also I didn't encounter any bugs or problems (except the text one that apparently goes with webGL build), so I'd say everything worked.
You should've totally made some audio though, these kind of settings cannot go without one, even if it's just night ambient insect noises. You need to hear to fear! :)
Still good job, very nice work! Hope you find the right loop and feel soon, I'll be back! :)
Thinking about card games and the idea of transparency in games and my mind wanders to the brilliant game Dicey Dungeons. In that game, the enemy's cards are shown to the player, so the player knows what they're capable of, but the game is still tense because the player ultimately doesn't know what cards the enemy will play, and there's some uncertainty in the player's cards as well (just like the question mark card in your game). This also reminds me of that one Game Maker's Toolkit video about the two types of randomness:
https://www.youtube.com/watch?v=dwI5b-wRLic
Highly recommend that video if you haven't already seen it.
We are definitely going to polish this up!
First pass is on getting the mechanics a bit more solid, tweaking the difficulty and adding more interesting choices and cards!
@taran-unraveler The original idea was to have multiple locations to visit, so the fight would have been in a clearing or something.
@hiisileiri Isn't the whole point of Ludum to bite off more than you can chew?! :-) Very strange, that is the first time someone has mentioned any crashes. I know the text disappears on the web build when switching resolutions.
@honey Did you have no audio?! That is weird, there is a lot of music and sound in.
Otherwise, thank you for your extensive feedback.
I agree stretching the game is not the solution, but adding more interesting choices. I want to double down on the idea of a narrative solitaire card game and have quite a few ideas for doing this!
@turncoda I agree with the choice comment, the only real reason to pick the ? is that you really want the radio parts. So the main tweak we want to do is to only allow one radio part per turn. This will cause the deck to burn through faster as well, upping the pressure a bit. Thank you for the excellent video reference!
Yeah, the narrative card game idea is very interesting to me, so I very much looking forward to your progress! :)
Next Ludum I am going to get my 3 and 5 year olds to do the sound effects! ;)

I will echo other commenters and say that the biggest weaknesses here are probably balance and decision-making. I played three times and won each time - the first playthru was interesting as I barely kept the fire alive, but the second one took only seven total turns and no enemy encounters (RNG was really nice to me and gave me all the radio parts, lol). The game overall just didn't feel particularly challenging - to that end there are a number of minor balance adjustments that you could make, and I'd probably start by reducing player ammo capacity as I never found myself needing to dip below three bullets, even while playing aggressively.
I actually found combat - where I had to manage my ammo supply, my health supply, and what amount of risk I was comfortable taking - to be more interesting than the main gameplay loop, decision-making wise. It seemed very hard to lose if you just picked the ? card whenever the flipped card was a monster. So that cycle got dull pretty quick - I'm not sure what sorts of options there are to spice that up, maybe you can make the fire die out at a much faster rate which puts pressure on the player to try and win faster/find more fuel instead of just taking every good card that they're presented with.
Overall a really solid entry, the presentation was one of my favorites in the jam so far.
Just a shame that the card choice isn't more cornelian.
I succeed with just 1HP, 0 bullet, and 1 fire point ^^
Based on all of your feedback I have made some updates to the game!
It was pretty easy to win because you could quite easily get all the radio parts in a few rounds. So I made the change that the deck contains two radio cards that draws from a radio deck. You can therefore only get a maximum of two radio parts until the discard. This gives more incentive to pick the ? card. This also makes you burn through the deck faster, causing the fire to drop faster which adds more pressure.
I tweaked the rewards for beating monsters. You can also sometimes get a radio card by beating a Monster 3. This makes it worth fighting, although risky.
I also added three new cards with some more interesting game play scenarios with positive and negative effects.
I felt inspired so I updated all the card art to fit my original idea better.
I think this is a really solid jam game and I had a good time playing it :)
Some of the UI didn't seem to work, the resource icons, I assumed they would show the resource amount, same for the hearth for the monster. But they didn't seem to show anything, tried clicking and hover over them but nothing.