Doctrines - LD57 Game by Riggen
Submission for Ludem Dare 57 - Theme: Depths
Use your newly founded powers to summon what lies beneath the depths of the cult. Discover the truth and gain the trust of the following.
A lot of the cards are not implemented due to time constraints.
Mouse - [Left click] to select and drag cards. [Right click] to cancel card dragging.
Change Log:
- unresponsive card select -> fixed
- slime healing -> fixed
- fixed animation queueing (doesn't get stuck in hurt animation now) and resumes idling after attacks
- "end turn" button visible before turns have even begun -> fixed
- audio loop restarting at every new battle -> fixed
- random cards being inserted between battles -> fixed
- Title screen quit button removed for web builds.
- End Turn now disables card playing until turn finished ending.
Programming - Rigg
Music & SFX - James Tenshi
Art - Pontax
| Link | https://pontax.itch.io/doctrines |
| Original URL | https://ldjam.com/events/ludum-dare/57/doctrines-ld57-game |
Ratings
| Overall | 698th | 3.155⭐ | 44🧑⚖️ |
| Fun | 748th | 2.838⭐ | 42🧑⚖️ |
| Innovation | 785th | 2.583⭐ | 44🧑⚖️ |
| Theme | 783th | 2.75⭐ | 44🧑⚖️ |
| Graphics | 183th | 4.174⭐ | 45🧑⚖️ |
| Audio | 328th | 3.475⭐ | 42🧑⚖️ |
| Humor | 624th | 2.257⭐ | 37🧑⚖️ |
| Mood | 314th | 3.768⭐ | 43🧑⚖️ |
| Given | 83🗳️ | 48🗨️ |
I was very excited to see the ???? card come up, but it didn't do anything when I tried to play it.
I can see lots of opportunity for strange and interesting effects in this space, similar to Inscryption.
I noticed some cards in the middle were not being highlighted, although I could still select them.
I also wasn't sure if the slime was healing itself or not, its health bar kept resetting.
Some observations I made while playing:
- It can be hard to select a card in-between two cards. Having them more spread out would likely aid in seeing what every card is.
- The font is a little difficult to read. An option to select a different one for better readability would likely be good for accessibility.
- Card effects are sometimes a little difficult to read / parse ("Look at the next card; choose to top or bottom"). The card text during the effect is fine and descriptive enough.
- I honestly didn't realize 5% damage was 5% of max rather than 5% of current, making me less likely to use those cards in the beginning and thinking I couldn't do (meaningful) damage / lower health enough to kill.
- Not exposing numbers might be a stylistic choice, but it makes it hard to gauge if I am doing well or not / what to prioritize.
- Releasing cards onto the field sometimes seems to does nothing, which might be some mechanic which I don't understand. I tried merging multiple cards together up top, but couldn't find a combination that worked.
Aesthetically, the game is extremely strong and all of the base-line functionality is there to turn this into a competent card battler. Very nice work!
It would be nice for more of the unfinished cards to work, but you nailed the mood part of this.
The card selection felt a bit off, like it I could not always grab what I want.The reverse healthbar with the increasing madness is cool. I wish you could see the health and madness numbers though, hard to tell exactly how much you have.
I can see you pursuing this into a full game later if you want. Excellent work by the team!