Jump and Draw by Call_me_Nutty
A game about playing sports themed cards to attack your enemy! Conserve your mana and play your cards wisely to survive in this game!

Features:
4 Different Cards
2 Levels
4 different enemies
8 - 10 minutes of Gameplay

Controls:
A, D | Move
W | Jump
Left-Click, 1,2,3,4,5 | Use Card
Q, + icon in game | Draw Card
R | Restart current Level
E | Interact with doors and gates
Hover over cards to zoom in on them
Known Issues:
Rarely the key doesn't open the gate on the second level (this seems to happen sometimes on the first run of level 2)
"Welcome to the world of: " Wups, placeholder text. Excuse my stupidity
Typo at the end screen "Thanks You"
Changelog
Version 1.1: April 23'rd 2018
Improvements:
-Increased cost for Hail Card from 5 to 6
-Decreased amount of projectiled for Hail Card from 50 to 40
-Increased size of the Football
-Made Jock sizes more consistent
-Jocks now deal 2 damage instead of 1
-Aggro range of Jocks slightly increased
-Improved the sprite for Mana (now touches the ground properly)
-Greatly Improved tilling
Fixes:
-Fixed bug which caused the player to lose mana when drawing cards even though their hand was full
-Fixed Jock not fitting through gap at Level 2
-Fixed Red Drawbacks not playing hit sound
This game was created with the amazing "BitPotion" font by Joeb Rogers, find it here
Every and all feedback is wanted and appreciated. If you hated, despised or want this game to rot in the deepest, dankest depths of hell, please tell me why, so next time I can make something better. Thank You :)
| Github | https://github.com/TheNuttyGamer/Ludum-Dare-41 |
| HTML5 (web) | https://call-me-nutty.itch.io/jump-and-draw |
| Original URL | https://ldjam.com/events/ludum-dare/41/jump-and-draw |
Ratings
| Overall | 615th | 2.86⭐ | 27🧑⚖️ |
| Fun | 571th | 2.8⭐ | 27🧑⚖️ |
| Innovation | 466th | 3.12⭐ | 27🧑⚖️ |
| Theme | 390th | 3.5⭐ | 27🧑⚖️ |
| Graphics | 444th | 3.02⭐ | 27🧑⚖️ |
| Audio | 179th | 3.313⭐ | 26🧑⚖️ |
| Humor | 310th | 2.727⭐ | 24🧑⚖️ |
| Mood | 498th | 2.729⭐ | 26🧑⚖️ |
| Given | 19🗳️ | 18🗨️ |
Great concept, very good execution. Very clever. My only real issue is that it's surprisingly difficult to hit enemies with the cards - it's hard to line up the hit areas and get the speeds right, so it's easy to waste a lot of mana that way.
Also, I want to call out the music - great original music!
Yeah, I was really fighting myself during development whether I should keep or remove the mana jump cost, in the end I kept it but increased the 'yield' for mana pick ups to balance it. Originally I found that with some cards it was way to easy to kill enemies. I gave them some more health and thus some cards became weaker. The machine ball gun is probably the one that still needs the most balancing. Way too inaccurate.
Sorry, if I am rambling on, thanks for your review :)
@ysty Appreciate the praise :)
I've had problems on second level with enemy with key. Sometimes my attacks would not hit him and I was left with no key and no cards. I've only managed to hit him with golfballs from sky, but not always.
Also one time a spear next to the same enemy spawned with wierd rotation and I couldn't dodge it. Other than that no bugs spotted.
Keep up the good work! Cheers!
Juggling with cards, jumps, monsters and mana use for everything, it's a hell for me :P
But this is a good game, you worked very well on it, so : well done! :smile:
Great concept, solid execution, a little on the blend side for art assets/style, but everything went down the drain for me when I discovered that the very basic tool for enviromental traversal I have have limited uses AND shares it's uses with card usage and aquisition. Not to mention that if I ever run out of cards AND mana I will be forced to die in order to have another try because I can no longer traverse the enviroment nor do I have means to draw other cards.
Congratulations on finishing the game for the Compo, but I cannot say I enjoyed it because of the excessive restrictions of the game's systems.
I enjoyed the quick spawning, and the art was nice.
The game mechanics were interesting, but I felt like they could have been better. The collision felt a little off, the text was hard to read, and I wasn't sure how to beat level 1? I got the key but then I kept going and fell to my death.
checkout mine if you want to https://ldjam.com/events/ludum-dare/41/baseball-nightmare
The game is fun too, but quite challenging. Having the jump cost mana is a good idea, but it make the game incredibly difficult, especially has many card are are to "time right" to wipe the enemies (the giant ball for instance).
Any it's a great idea and a cool entry, congrats!
The fact that mana is also used for jumping is... harsh.
Also am I right assumint that "boss" at the end of level is taking multible HP if its you? It was kind of poorly telegraphed... literally making you realize this only when you get one-shotted back to the beginning is... not a good experience.