How I made my game!

https://protzz.itch.io/hark IMGem20250408/em134204em185.png Hi everyone! I took part in Ludum Dare 57 — one of the most well-known game jams focused on creating games in a short time. It happens twice a year. Some say it’s the biggest event in the indie world, others prefer alternatives, but Ludum Dare has definitely become a part of game dev history. IMG/em20250408em190612/em074.png Participating is easy if you know where to go and how to upload your game. But it’s always stressful: you want to finish in time, make sure everything works, and hope people actually notice your game. If you'd like to support me, I’ve published my game in browser format — no need to download anything or worry about viruses. Just open the page and play. If you feel like it, there’s a “Rate this game” button that helps boost visibility. Every little bit helps — and of course, I’d be super happy to hear your feedback. IMGem20250408/em183116em675.png Preparation: Idea and Inspiration Preparation started on April 3rd, a day before the jam began. I knew I wanted to make a card game — that much was clear. Why? Because I’ve been dreaming of creating one for a long time. I’m a big fan of Inscryption and Balatro — both have a special place in my heart. Inscryption inspired the dark vibe and the idea of animal themes, while Balatro brought that addictive poker-based mechanic. So even before the theme dropped, I was pretty set on making a deckbuilder or something close. IMG/em20250407em180417/em488.jpg When the theme was announced — “Depth” — I instantly knew I didn’t want to go with a literal water-based idea. I wanted to interpret “depth” as psychological depth, narrative depth, or even atmospheric madness. A surreal, slightly creepy card game. That idea hit, and I jumped right in. IMGem20250407/em103111em522.png Development: First Steps I started with the mechanics. I didn’t want to copy Balatro directly, but there were too many good ideas to ignore — and let’s be real, poker foundations are timeless. I added a few challenges: collect less than a certain number, get only even-numbered cards, play at least one spade, etc. This made the player think more strategically about what cards to pick. IMG/em20250407em103138/em875.png At the same time, I needed a setting. I didn’t want the classic “table and deck” look. I remembered the game Deceit, where the rabbit is kind of the mascot. That inspired me to add a rabbit too — not just a character, but a mysterious host. For visuals, I looked to Where Water Tastes Like Wine. Not the most popular game, but its art style is stunning. IMGem20250410/em140856em268.jpg Adding Features: TV, Transitions, Tarot Once the core mechanics were working, I realized the game felt a bit flat. So I added visual effects, screen transitions via an old TV aesthetic, and brought in the Rabbit as a shopkeeper. Then came the idea for Tarot cards. I was burned out from coding and needed a break — so I started drawing, aiming to add some atmosphere. I ended up making 10 cards, but only 4 made it into the game due to time limits. IMG/em20250410em140858/em505.jpg Surprisingly, the Tarot cards became a major feature. They affected gameplay so much that they changed the game’s rhythm and strategy. Some could block suits, others would steal coins (which are hard to get — you only earn one every 40 points). Players had to think more carefully to maximize their income and improve their deck in the shop. IMGem20250410/em141000em521.png Combos and Deck Building Later I added card combinations — directly inspired by poker and Balatro. These combos brought more strategy, and every 40 points earned you a coin for upgrades or Tarot cards. Then I had an idea: what if combos could level up over time if you used them often? After a few dozen hours, the game began to feel like a nearly complete prototype. IMG/em20250407em180415/em929.jpg Final Stage and Results In the last hours, I focused on polishing visuals and sound. To me, those are essential in card games — without satisfying animations and atmospheric audio, it all feels flat. I couldn’t implement everything I wanted. There were supposed to be 10 Tarot cards, more Jokers, extra modes — all of that is still on my to-do list. IMGem20250407/em103138_875.png In the end, I completed about 50% of what I planned. But honestly, for two sleepless days, that’s a win. Thankfully the jam happened on a weekend, so I didn’t run into any scheduling issues. Though yeah, I felt like a wrung-out sponge afterward.

If you’ve made it this far — thank you! If the game sounds interesting to you, please give it a try. You can leave a comment, rate it (1 to 5 stars — but hey, 5 is nice!), and help it get noticed. The more exposure it gets, the closer I am to releasing it on Steam — even just as a demo or wishlist page. The game has potential, but there’s still a lot of work ahead. https://protzz.itch.io/hark

That was my Ludum Dare 57 journey: two sleepless nights, lots of cut features, but a playable prototype that already grabs attention. If things go well, I’ll keep developing it into a full game — with a deeper challenge system, a bigger deck, all the Tarot cards, and new modes.

Thanks for reading! I’d love to hear your thoughts, and I hope you enjoy the game. Good luck at your jams too!<3