Bling! by kuro
Version 0:
So... I went all out on UI and effects this time around (thus the name). I got into a lot of trouble during the development. Got stuck on trivial stuff, and didn't manage to make anything finishable. It's barely playable, and it serves as a prototype more than anything.
Oh well :shrug:
What's next:
- Version 1: Bugfixes: All the mechanics are in place, so firstly I'll clean up the bugs so the game is winnable/loosable. I won't add any content, so it will be imbalanced and tedious, but I'll use it as bugfixed jam version.
- Version 2: Post jam: I'll make a game out of this - tweak a few things, balance the content, and make an ending. This includes cleaning up and refactoring the whole code and logic, so it might take another day or two.
- Version 3: Kind of a different game: I think there's some potential in this, so when I finish the post jam refactor, I'd like to make proper graphics, and some story and meta game above the basic mechanics. I might go for paid commercial version, depending on how it goes.
So that's it for now. I'll spam the wall with the updates on progress (if there is any) so you'll stay informed whether you want to or not!
Here! Have two random gifs I made during development.


It's been a blast again. Thanks people :heart:

:tophat:
Update 1: Blingfix
(I mada a bugfixed version - left the game inbalanced with lot of tedious little things I wanted to fix. things I did fix: the attrocious delay that took place between enemy starting turn and actually finishing playing the card, auto targeting attack cards when there’s only one enemy left, and I did add about four variants of the cards, otherwise the game wouldn’t load (no added functionality, just a few YAML file lines.) Take it into account as you will in your rating.)
| buggy nightmarish hell version | https://dizztal.itch.io/bling |
| bugfixed version | https://dizztal.itch.io/bling |
| Original URL | https://ldjam.com/events/ludum-dare/49/bling |
Ratings
| Overall | 1325th | 3.022⭐ | 25🧑⚖️ |
| Fun | 811th | 3.37⭐ | 25🧑⚖️ |
| Innovation | 596th | 3.455⭐ | 24🧑⚖️ |
| Theme | 1461th | 2.37⭐ | 25🧑⚖️ |
| Graphics | 977th | 3.348⭐ | 25🧑⚖️ |
| Audio | 833th | 2.957⭐ | 25🧑⚖️ |
| Humor | 804th | 2.81⭐ | 23🧑⚖️ |
| Mood | 1140th | 3.024⭐ | 23🧑⚖️ |
| Given | 24🗳️ | 22🗨️ |
There's no real point in criticising an incomplete game and I'm sure I wouldn't tell you anything you didn't already know, so I won't bother with that. I'm glad you have a plan to finish it off and I'll be interested to see it once it's done!
Of course the sprites aren't done, yet as you may know I admire the way your characters look, and thus I'm very confident and curious to see what those silhouettes will turn into!
The particle effects look amazing, especially the Winning-Screen :D
I look forward to see where this game is going!
Let's take the combat transition sequence which triggers after you win a battle. That just makes you feel like a total badass! The movement particle effect is super satisfying as well. The whole minimalistic art-style just works so well!
You say that the game is more like a prototype, but it does have a lot of cool components. The shop was a very nice feature which I did not expect. And you have some nice quality of life things, such as not needing to select an enemy for an attack if there only is one remaining. The bottom line is that I enjoyed playing this entry, and I think you did a fantastic job! :)
First of all: How it fits the theme. It doesn't really, at all. It was supposed to: the dodging and multi-attack mechanics are a part of a wider array of sub-mechanics that were supposed to introduce greater randomity - instability if you will, to your deck, and to the gameplay rules. As you may have guessed, I didn't manage the implementation in time. (I never manage to implement the intended theme mechanic, [sans my very first LD entry on this page](https://ldjam.com/events/ludum-dare/44/the-passion-of-a-peasant).) This should also answer @ryjcio 's question - I kind of made it up - it's a derivative of a more complex mechanic I had in mind.
@human-writes-code any input would be welcome anyway .)
@simon-rahnasto I forgot to mention it in the update. The auto-targeting of the last enemy is actually something I added after jam. It got mixed into the fixes - it really took me a long time to fix all the things that were wrong with the game and I might have forgotten that I was just trying to make it playable.
@salazin the tempo might be a bit too much. It's one of the things I'm trying to figure out, bc the first version's tempo is a drag in 100th combat, and second version's tempo is outright confusing if it's your first battle.
**Anyway, thank you very much for your feedback ppl.**