Dash and Slash by Bookworm31

Dash and Slash is a Turn-Based, Platformer with some Deckbuilding* elements. Complete gradually lengthening randomly generated levels using a combination of several different cards. Each turn, after you move, the enemies you see will take a turn. How many levels can you survive?
*(Some of the deckbuilding features had to be cut)
**When you slash, the animation appears twice; this is a bug, you will only slash the square directly in front of you
| Windows | https://github.com/jthpotz/LD41Builds/raw/master/Build4%20-%20Release/DashAndSlash.zip |
| Original URL | https://ldjam.com/events/ludum-dare/41/dash-and-slash |
Ratings
| Overall | 517th | 3.119⭐ | 23🧑⚖️ |
| Fun | 441th | 3.119⭐ | 23🧑⚖️ |
| Innovation | 468th | 3.119⭐ | 23🧑⚖️ |
| Theme | 347th | 3.595⭐ | 23🧑⚖️ |
| Graphics | 645th | 2.357⭐ | 23🧑⚖️ |
| Audio | 452th | 2.475⭐ | 22🧑⚖️ |
| Humor | 413th | 2.444⭐ | 20🧑⚖️ |
| Mood | 491th | 2.738⭐ | 23🧑⚖️ |
| Given | 10🗳️ | 10🗨️ |
Nice entry! The concept is pretty funny :)
Anyways, good work! I can definitely see this formula being used to create some clever and really difficult gameplay scenarios
Overall, the game really *dashed* passed my expectations ;)
The graphics were pretty simple, it was nice that there were some animations though. The red slime did look a bit odd in the air sometimes, but it was all functional. The grass tiles blended well, which oddly, because the game was so strategic, was a bit of a problem until I learned how to read the tiles. It would have been nice for the terrain to continue off the edges of the level. It also would have been cool to detect cases where blocks were stacked directly on top of each other, and have solid dirt instead of grass underneath them. The slash and jump cards weren't immediately obvious from their graphic, but it was easy to understand what they did once you used them.
The graphical style felt consistent, and the mood was decent, if somewhat generic in places. Vaguely reminded me of Adventure Island on the NES. Doors were a bit out of place though. Could also have really used some light music to help lock in the mood. The sound effects were functional; they were representative of the actions, and well-balanced in terms of volume.
What I really liked about the implementation of the theme is that the game really plays a lot like an action platformer / runner, with the 'wait' card being a discretized version of slowing down. This really clicked for me when I saw that using the jump card in midair has no effect. Even though the UI and mechanics have the feel of a strategy/puzzle game, the underlying mechanics are bound to action conventions.
One bug I noticed fairly early on is that the game over screen doesn't properly display what level you reached, always listing it as level 1. After a few games, I also noticed some odd things involving hitting slimes in unexpected ways. The green slimes disappear without a sound when you land on them. If that's the behavior you want, it feels like it needs a squish sound effect to go with it. Because of this, I messed around with the red slimes too. If you 'land on' red slimes, you just pass through each other. What I thought it was even more odd is that jumping up into a red slime doesn't kill you, instead, it 'blocks' you and just treats it as moving forward. I was kind of surprised that you don't need to actually touch the door to exit the level, which again makes me think that a door isn't really the right choice here, even if it is sort of the generic level end object =P.
In any case, it's a very good game, since it's a lot of fun, and a nice example of combining two genres, with some really interesting interaction with, and integration of, the component elements.
The game is kinda fun and has some strategy!