Fearless Islands by Mattias Cibien
In Feareless Islands you are a humble miner that must escape his homeland before it gets invaded by the orcs. In order to achieve this you must travel through the land and fight different foes in order to reach the ship that will lead our hero away.
Gameplay
Every fight is a card game match that, in case of victory, rewards the humble miner with more equipment to use in the next fights.
The twist is that you start ill-equipped with nothing more than yourself, your fists and your clothes.
Will you be able to help our humble miner? Be careful, though, not winning a fight means that you have to start over again, losing everything you got.
Screenshots
Fight with a treant
Bandits are bad, really bad
Your equipment collection
Do you prefer slimes? In this game we have Giant Toads.
What to expect from this game
- Pleasant graphics
- Engaging strategic gameplay
- Different foes to fights
- Bugs ☹️ (we tried hard to squeeze all of them out, but this is Software Development, not Science)
Credits
- Additional sound effects from https://www.zapsplat.com
- Music from https://freepd.com/
Changelog
v4:
- Fixed critical problem in scrolling the card collection dialog
v3:
- Initial public release
| Youtube | https://codinggeronimo.itch.io/fearless-islands |
| Original URL | https://ldjam.com/events/ludum-dare/45/fearless-islands |
Ratings
| Given | 11🗳️ | 9🗨️ |
The look was great. Especially the cards and UI components, the map view was a bit bland in comparison. The combat log messages not fitting the boxes was quite off-putting. And in my opinion, the messages scrolled the wrong way and could have been cleared each round to lessen the confusion about what happened and when. And they were too fast to follow anyway, I just watched the numbers on the cards. And I still have no clue what the right side number on the cards means. Or what is the difference between normal attack and magic attack.
Loads of typos that made the game more seem less professional and more confusing than it needed to be. For example, it should be "magic", "reduce x by y" and I still have no what the sandals even do. I'm guessing they give more evasion. And speaking of which, do the defence and evasion boosts stack à la Pokemon or are they completely useless and per round?

The combat wasn't deep enough to be fun really. At least in the beginning (dunno how long the game is though). Might be that I just scratched the surface looking at the empty feats window but every new card was the same but (maybe) just a bit more powerful. The combat felt like rock paper scissors where rock beats everything but it doesn't work half of the time. And sometimes the rock of your opponent is just bigger than yours. And requiring two button clicks (and buttons that weren't even close to each other) wasn't necessary. Why would one need to change their mind after clicking a card once? Think if you're playing solitaire and after every move, a dialog appeared and made sure you intended to do the move.
Anyways, might seem like I'm only criticizing but that's not the case, you sure weren't lying about the pleasant graphics and the game in itself seemed quite bugless. It's just the actual combat gameplay mechanic that needs more depth and polish. Good job!
I guess that the problem comes from the lack of time to balance things so... Could be a really fun game with more time.
We will likely write a postmortem when the voting period ends to tell our story in developing the game.
Anyway, thank you all for all the feedback. This means a lot to us and will help us plan the next phase of the game accordingly.
You can also post suggestions, bugs and question on the official community on itch. We will be glad to have everyone on board: https://codinggeronimo.itch.io/fearless-islands/community
@antti-haavikko: for the treant fight we suggest that you keep dodging and defend until you get an attack that can inflict more than a total of 4 dmg.
A quick explaination: defending will reduce the damage inflicted by the enemy while evading will prevent all damage. Both of them must succeed in order to obtain the effect. They do not stack though as the card is accounted only for the given round.