Deliver us from Evil by Matt Barnfield
Deliver us from Evil
In this devilishly fun adventure you play as a priest who has been sent down to Hell due to a "clerical" error. Fight your way back to your rightful place, but make sure you remain moral enough to be admitted into Heaven!
Take on the 9 Circles of Hell in a tactics RPG-style deckbuilder!
Controls
- Mouse to select and play cards
- Right mouse to cancel/skip actions
Card types
- Human: basic cards with standard effects
- Angelic: extremely powerful gifts from Heaven. These are single-use but can turn the tide of a battle!
- Demonic: reasonably powerful and very "tempting" cards. Be wary though, each use reduces your morality, and you won't get into Heaven if you're no longer worthy by the time you've escaped Hell!





| Link | https://timleach.itch.io/deliver-us-from-evil |
| Original URL | https://ldjam.com/events/ludum-dare/53/deliver-us-from-evil-4 |
Ratings
| Overall | 556th | 3.605⭐ | 21🧑⚖️ |
| Fun | 389th | 3.632⭐ | 21🧑⚖️ |
| Innovation | 286th | 3.711⭐ | 21🧑⚖️ |
| Theme | 1030th | 3.289⭐ | 21🧑⚖️ |
| Graphics | 831th | 3.263⭐ | 21🧑⚖️ |
| Audio | 431th | 3.447⭐ | 21🧑⚖️ |
| Mood | 496th | 3.632⭐ | 21🧑⚖️ |
| Given | 20🗳️ | 14🗨️ |
Yeah we knew the format was a bit of a stretch and we definitely had to cut some ideas for time, but overall it was really fun to make this!
I think you should explain in game that all actions are card based, including move. And you should also note that atk can damage you too, I killed myself haha.
On the card selection, maybe limit to 1 selection per turn regardless of kills. There's a turn when I chose like 4 cards, it's stressful to make that amounts of decisions at once.
Cool game overall.
Maybe it would have been better to show when i am threatened by the range / melee guys? I feel like i had a bit too little information to make an informed play. Also numbers in the health bars would be great.
I did not realize the pole arm hits myself tho, and i killed myself with it when attacking a nearby guy haha. :D
@skitefall Great points. I think given more time we'd benefit a lot from a formal tutorial level explaining all the mechanics rather than just the small bits of helper text.
@tosmaster Threat ranges are an awesome idea- I wish we'd thought of it during the jam! Definitely something to implement if we revisit this project
@marzenie Sounds good, feel free to add me :) Slushy#6199
One element I've a bit iffy on is how many cards you get. Most deck builders only give a card after each battle, and keeping your deck slim is a major part of the strategy. Compared to that, getting a card after every enemy can feel a bit overwhelming. It does have good aspects though - I like how the card is added to your hand so you can create combos by chaining together kills.
There are some things that feels off such as the halberd/polearm dealing damage to yourself. The wings card also seems bugged as it deals damage when you move, which in turn will deal damage to yourself.
Yes, we would have liked to implement the ability for some area-effect cards to not damage the caster -- really in my opinion only the fireball should damage the caster!
The wings do actually function as intended, they are supposed to make you choose to trade-off between harming the enemy and harming yourself, but we generate the card text from the effects so the description doesn't convey this to the player very well!
It's a little embarrassing that the cards are not played for mana, but just like that.
Also, is there a limit to how many cards I can have in hand at a time? I got plenty from nuking enemies with one of the abilities but I never had a chance to use them as they just disappeared.
Otherwise, great game!
+ it would be nice to see the cards range when hovered, rather than wasting it by finding that you should have moved first, also the enemies movement and attack range if hovering them
+ the cards have numerical values for damage, but it is represented in a bar format on enemies, so you never quite know if your attacks are enough to take the enemy out
+ I feel like the cards are a little bit too low in the default state, the card top is barely visible, so you only check how many cards you have, and not what they do (using the icon)