Deadlinez by LDJam user 372085
Get to work!
Game and info at newbeings.itch.io/deadlinez (link at the bottom of the page)
Changelog: I did a one-line fix to make up arrows work correctly because it seemed like this fell within compo rules.



| source code | https://github.com/New-Beings/ludumdare54 |
| itch.io | https://newbeings.itch.io/deadlinez |
| Original URL | https://ldjam.com/events/ludum-dare/54/deadlinez |
Ratings
| Overall | 22th | 4.179⭐ | 30🧑⚖️ |
| Fun | 82th | 3.839⭐ | 30🧑⚖️ |
| Innovation | 68th | 3.875⭐ | 30🧑⚖️ |
| Theme | 225th | 3.464⭐ | 30🧑⚖️ |
| Graphics | 62th | 4.054⭐ | 30🧑⚖️ |
| Audio | 30th | 4.018⭐ | 30🧑⚖️ |
| Humor | 88th | 3.26⭐ | 27🧑⚖️ |
| Mood | 87th | 3.685⭐ | 29🧑⚖️ |
| Given | 41🗳️ | 35🗨️ |
I love the idea and execution, with a super coherent and original art style.
Once you get enough green faces to just cycle through your deck, the game become a bit uninteresting, but that's an edge case and nothing that can lower the impressive amount of work you put into this.
Great job!
I think a mistake I made was not understanding if the arrow points to the entire above row or just the above symbol. I also missed that there was a skip button.
Well made game dude! Really fun :)
It has a solid game loop and mechanics.
I'm being so unlucky, 3/3 times I tried to grab "just another one" it was a bust.
I guess I should have memorized my deck better. :D
I was 1 point away from surviving the third wave, but I just couldn't make it; 1 extra draw got me a bust.
This game needs more attention and ratings for sure.
I find this combination funny:

It could be useful in combination with "arrows", but still. :D
Also, sometimes arrows pointing down are on the 3rd row, so it looks like they wouldn't do anything? The same goes for the arrow pointing up in the 1st row.
And some extra points from me for making it work in the browser.
Last but not the least, thank you for playing my game.
Whether they affect a single row or not.
Thanks for playing!
1. I think there's a bug with up arrows and they don't work at all right now : ( I'll fix after judging is over.
2. Down arrows only affect the direct thing they're pointing at, not the whole column.
oh yea, and the arrows pointing off the top/bottom of the card are indeed useless - ran out of time to remove those hehe
the background is an image i made that's just dots, and then i did a bunch of shader things to it using this unity asset https://assetstore.unity.com/packages/vfx/shaders/all-in-1-sprite-shader-156513
it lets you do a bunch of different effects to images and i just fooled around with it until I got the current effect
I was pretty inspired by Balatro if you've seen that game
Also can confirm the up arrows don't seem to do anything. Definitely not when placed on the bottom row, as I was checking the diff once I needed 50+ income, and nothing changed.
Would maybe also be interesting if an up/down arrow would affect the row of other cards if they were pointing outside of the card (e.g. top row up arrow would affect bottom row of card on the left), to increase risk/reward.
Good stuff! :D


I'm gaining 68 per turn, so need another 41 turns after day 74 (60 work days left in final quest). so final score = day 115 :)
good:
- really nice game concept; (reasonably) simple rules and mechanics but that requires some thought about risk taking and strategy. I haven't played Mystic Vale but this game makes me want to -- seems like you've distilled the "positional card upgrade" idea well.
- pretty good completeness/polish; in particular it's really impressive that you've got quite nice pixel art (cursor shadow!!), animations for everything, music & sfx, and (partial) in-game explanations for things.
bad:
- the game becomes horribly clunky once you're "safe" and chipping at the longer missions. getting through the 5000 in 100 was 99% just button pressing and waiting. I think a quick post-jam bandaid for this would just be massively ramping up the animation speed between days 10 and 20 or so (like, 10x faster please ^^). a "how many stars you gained this turn" indicator would be really good for mid to late game. an "auto-play cards" button might also be nice; to make it early-game friendly, it could be "auto-play cards until 3 busts". also, a bust counter would be great, esp if it included the greens in the max count; e.g. 2/5 if you have 2 busts but one ":)".
- the strategy also has a pretty big discontinuity. it seems like early-game you're somewhat desperate for stars and very cautious about busts (both in terms of deckbuilding and in choosing whether to continue dealing cards or not), since that's how you lose earlygame, while also wanting to hit a few upgrades to be sustainable and gain enough stars in the later levels. but once you're past that: busts, smiles and upgrades all become irrelevant and you're purely looking for rows that add 3 stars. maybe you could take inspiration from e.g. Slay the Spire here, and on later levels occasionally add in new cards to your deck with several busts, that would encourage you to pick up more ":)", and reduce the solitaire aspect of "play all your cards" by making sequences that involve busting possible again.
at first, I didn't really see how it related to the theme, but that became clear later in the game where it's all about making sure every slot is a star. so, if you wanted to be thematic, you could keep that in mind for any lategame tweaks (but if you're doing post-jam stuff, who cares about the theme? ^^)
anyway, great work!
Some things I noticed when playing:
* I'd really like a few more options to manipulate my deck; add/remove cards, add/remove upgrades, etc.
* Once you make yourself bust-proof, it becomes a waiting game to find upgrades with as many stars and correct arrows as possible. If you expect players to become bust-proof frequently, I highly recommend a "draw all" button, because clicking through the whole deck is what got me to stop playing.
* When I first started the game, the voice jump scared me because it was surprisingly loud and happened before I processed anything on the screen. Once I got my bearings though, the voice was nice.
- Some feedback on where an enhancement can be placed or not
- I love the relaxing music, and the sound effects are great :smile:
- Maybe the cards can be drawn automatically, at least until the player receives the bust warning. Then the player can decide whether to risk and click again or end the day.
Overall, this is in my top 5 of games I played in the jam. An amazing first entry, and that in compo :clap: :thumbsup:
- Maybe they could loop around to the top of the card? (a bit overpowered probably)
- Also, it's a bit of a shame that the arrows don't work on other arrows