Exhaustion by Koala Squad
Exhaustion is a collectible card game made for Ludum Dare 42. The theme was "Running out of Space," so to fit that theme, you are slowly becoming exhausted in battle, and as a result, you are running out of space for cards in your hand. You must act quickly, or exhaustion will render you almost useless in combat. There is a tutorial in-game, so go ahead and jump right in! We're making a post-mortem too! If you want to see how this game was made, subscribe to The Koala Squad on YouTube and watch for the notification!
Cheers! - The Koala Squad

Changelog: Fixed build file's name to make it run correctly Fixed AI shield ability (Used to have indefinite effect) After submission day: WebGL build! Not recommended due to the slight offset of the game that I can't fix, but functional other than that!
| Windows | https://koala-squad.itch.io/exhaustion |
| Windows | https://gamejolt.com/games/Exhaustion/360761 |
| Original URL | https://ldjam.com/events/ludum-dare/42/exhaustion |
Ratings
| Overall | 732th | 3.259⭐ | 60🧑⚖️ |
| Fun | 730th | 3.095⭐ | 60🧑⚖️ |
| Innovation | 717th | 3.06⭐ | 60🧑⚖️ |
| Theme | 990th | 2.931⭐ | 60🧑⚖️ |
| Graphics | 784th | 3.14⭐ | 59🧑⚖️ |
| Audio | 370th | 3.288⭐ | 61🧑⚖️ |
| Mood | 453th | 3.269⭐ | 56🧑⚖️ |
| Given | 63🗳️ | 59🗨️ |
Good job though :grin:
Could you also play my game? :D
https://ldjam.com/events/ludum-dare/42/zero-star
The music is so cool, and the grpahics are really pretty!
Great game!
@pepelumen Thank you! I'm glad you enjoyed it so much! We definitely will be adding more enemies once we continue on this game. I had some ideas left over, and we could definitely work on reusing the single enemies to give a more dynamic game. I had some ideas... Anyway, glad to know someone likes the action timer! I realized that I have another solution to make it run quickly but speed up if the player wants to, and that is instantly skipping the timer whenyou select a card. I'll see if that works well.

Yeah, the tutorial wasn't great. I was confused on which character I was and as I had seen the top character on menu, that "map" screen etc, I thought I was the upper one. And obviously because of that, using the cards didn't feel very responsive. So yeah, I died and you straight up quit the game? At least having the tutorial text be able to be skipped would be nice.
Then I went in again and still bit confused about the gameplay, beat the game without even a near failure. It was way too easy and pretty much played itself. The only meaningful act of the player really was the card pick after a victory. And the status cards were the obvious choice because they were op as hell. The player cards always went before the the enemy, by having lots of clubs and those ice things, you were just unbeatable. The whole gameplay loop was just: draw a card, play it unless it's heal, repeat.
So the card draw should be automatic one per turn and maybe you could draw an additional one if you had nothing you wanted to play. Both duelists should play at the same time to tone down the status cards. And maybe add more interactivity between the cards like for example the shield would reflect status back to the one playing it and something more along those lines. Of course it would make it more complex but I think few battles in the player is ready for more complexity instead of same things with different names and bigger numbers.
You should take a page out MtG (aka the king of card games) book and make the actual effect of the card and flavor text look different. I wasn't invested in the lore enough to read the flavor text on the cards I didn't care about.
The map screen was a nice addition for a small change of pace between the battles. Sure there could be a little more to it like maybe sprinkle in some nuggets of story instead of having it in the cards. That would have been even better pacing by separating the lore and action. And maybe not have the character walk in air.
The whole card slots disappearing was a complete non-factor and seemed more like an afterthought to fulfil the theme.
Anyways, good job!
@antti-haavikko I'm sorry everything was so confusing! Thank you so much for the detailed feedback! I really needed it. Quitting the game when you die was an artistic decision over instantly respawning, although I realize now that this may not have been the best decision. I'll add a decision to quit or try again. Yes, the game's difficulty is a bit of a pickle. You have games where you destroy everything without even trying, and you have games where you draw only sword cards as the enemy uses armor and fireball repeatedly and kills you instantly. I tried to put some balance into the game and tried to make it challenging without making it impossible, but I obviously need a refactor. I'm thinking about some different card drawing and playing mechanics that would really serve to make the game unique and put the difficulty curve on track, and with a bit of confirmation I'm starting to grow on it. Unfortunately, there was no way for the enemy and the player to both play cards at the same time, but the status cards definitely do need to be cared for and I'm starting to grow on a turn-based game. I think that if I add some more cards, such as curing cards for more enemies and a magic barrier against status effects, it would add some needed complexity and style. The lore was a bit of an afterthought; it was mostly intended to fill the screen and give a little bit of interest to the game for those who want to read it. Yes, the map does need some work. I'm thinking about using the map as is, but instead of making each space on the map just one encounter, make it an entire level, with multiple encounters and a walkable environment. It would be a lot more complex, but it would add some interest to the game and would serve as a great way to pace the game. Originally, the action timer moved a lot slower, so the card slots disappeared at times where it did actually cause problems. However, when I sped up the action, I didn't adjust the other timer, which pushed it almost entirely out of the game. I'm glad you actually took the time to beat the game; the feedback is greatly appreciated and really will help put me in the right direction for future development. Thank you!
> Porting (especially to Web or Windows) can happen after the initial 48 hours. The longer you wait though, the less time participants will have to play your game.
So I'd say if you only have the time and the motivation - build to webgl now :thumbsup_tone1:
Overall it was a good experience!
The graphics were sparse but they worked. I wish there was a way to increase your health pool, since if a monster casts a fireball and you don't have a heal card, you probably are dead.
Overall, this game was fun!
About the critics, I had a brief look at the other comments here. Yeah, the tutorial would better not be time-based but just clickable. As opposed to other guys I had hard time keeping up with text and missed a couple of important rules the first time I played. Plus every restart you need to go through it again which is a bit annoying. And in my first game I didn't realize that my hand is in the bottom because they were perfectly symmetric. It's just a minor thing though. I really wouldn't say that the game lacks complexity or strategy. Maybe I'm just too bad at card games but in my case it was quite challenging and it took me quite some time to come up with the right strategy for some big enemies. However, sometimes the hand size felt way too small to think ahead and keep some cards for later. Especially when the hand keeps getting smaller. I like the idea of running out of space but maybe it would make sense to start with more space initially. Finally, a restart button would be nice. Every time I died I had to reload the page which doesn't seem user-friendly. Oh yeah, and small thing about graphics, the little guy floating from table to table across walls and stuff was hilarious :smile:
In any case, you did an amazing job and the game definitely deserves a high grade!
@mykola I'm glad you liked it so much! More confirmation about old problems is always a good thing because it means that there aren't new ones! Thanks!
Good luck, Don't forget to take a look at ours if you don't mind and see what it's like when we just focused on graphics in this game jam!
Game Link: https://ldjam.com/events/ludum-dare/42/spacelab-42a
all in all good job, congrat's!
@coomzy Haha, sorry! The skip button is implemented, but I can't add it for you to rate the game, so if you want to leave a rating, you're going to have to do this the hard way!
@rahim-pxr Glad you liked it! Graphics games are interesting, so hopefully this will be a nice surprise!
The game was extremely enjoyable. I didn't understand the tutorial at first, but I quickly got accustomed to the game during gameplay. I loved how you fit the LD theme into the game by decreasing your hand size as the fight when on. It was very enjoyable and I'd to see if you took this idea further.