Corla by JUSTCAMH
Journey deeper into the deck of mystery; a roguelite about dodging rather than attacking. Find a heap of items (20) to boost your movement capabilities, then weave between, around and through enemies to reach new rewards.

Controls:
- Left click purple squares to move around, or on arrows to descend to the next level.
- Right click to wait.
Notes:
I kinda screwed up my time management, the core gameplay is polished through and through, but things like missing menus, no actual ending, no stat tracking etc might clue you into how tired I am. I hope you can look past these rough edges and at the core game, which is strong as ever.
There've been a few minor postjam bugfixes, you can find the details here (no major changes)
Ratings
| Overall | 122th | 4.108⭐ | 81🧑⚖️ |
| Fun | 81th | 4.114⭐ | 81🧑⚖️ |
| Innovation | 94th | 4.114⭐ | 81🧑⚖️ |
| Theme | 320th | 4.057⭐ | 81🧑⚖️ |
| Graphics | 932th | 3.665⭐ | 81🧑⚖️ |
| Audio | 421th | 3.708⭐ | 79🧑⚖️ |
| Mood | 450th | 3.855⭐ | 78🧑⚖️ |
| Given | 105🗳️ | 169🗨️ |
Really nice game ;) congrats
But well done, very smooth! Toward the latter half of the game, I had so many upgrades that it seemed like I could move anywhere, so the game wasn't as exciting, but there sure were lots of bright colors to keep me entertained.
Overall, nice game!
Good job! There perspective works really well in this game!
The small levels, predictable enemies, lots of different powerups.
There's one thing I would change though and that is the automatic time progression. I often had the situation that I would have liked to really analyse a level, the enemies and my options to try and find an optimal strategy. With the automatic time progression I couldn't always do that and sometimes had to drop a level, just to save myself.
If that would be changed this game would go from really very good to simply great. (Oh, and maybe the things that you wrote you didn't have time for, like menus etc. but such things missing doesn't bother me too much in a jam game.)
Let me know if you plan to make a postjam version (maybe with an option to turn off the automatic time progression? :smirk:). I would love to play that.
By far one of the most fun games in the jam so far, great job!
A slick entry overall!
@carraka @thetimesweeper @cody-miner @skleembof I’m actually really happy to hear it crashed for ya, I believe it crashed because you found every single item, and the shop had no idea what to stock. So that just means you played for waaayyy longer than expected! I would fix this bug, but the issue is I then have nothing to give the player (money would be worthless and you’ve got enough hearts). Thanks for playing and sorry for abruptly killing your runs!
@raptor851 some levels are impossible without certain items, and whilst the game is optimised to avoid that, you can always leap in a hole. Quite often though there’s some neat way to get the thing, ya just gotta think out of the box. Thanks for playing!
@harrison-dunn the anvil allows you to move to the bottom of the current level, not to the next one. That’s bad explanation on my part, but glad you enjoyed!
@quetzakol if I were to continue the game (don’t think I will) I’d limit the number of power ups you can hold and make you pick and choose. And better ui would certainly be in order!
@oc1d umm there is no retro music, I think that seriously is a different browser tab.
@maybeagoose woa favourite huh, thanks I’m glad you loved it! I came up with this cos I wanted to use the theme in the mechanics, rather than just using it as the setting (e.g. underground). And idk bits just built up from there, I thought enemies could be dropped to the next level for risk / reward, then that flowed into the no attacks and movement system.
You figured out so many clever angles on the upgrades and they're a joy to get. In all honesty, gaining access to new types of movement in this sort of design is WAY more interesting than just getting a sword that does more damage. You've really shifted my mindset from this game.
Collecting all the upgrades becomes an intrinsic goal quickly, and you start to feel like a god as you gain more and more powers and can tackle trickier situations. I may have been 4 or so upgrades from having them all but my game did freeze up :O
I actually really, REALLY liked the music choice. It was a very pleasant loop and took the edge off of bad situations and dying. Bold and good choice.
Just a brilliant design all around and one of the best I've played this jam!
This is a very fresh take on the theme and I loved the mechanics, I'm not entire sure what the idea was behind use cards, but it was cool that each card suit had its own style (diamond = crystal, clover = grass, spade = rock, heart = dices)
Suggestions if you plan on working on this more (and I suggest you do its amazing):
-be able to view inventory (items you have picked up)
-Mouse over upgrades so you know what you are picking up
-More of all of this **PLS**
I ended up playing more after I ended stream so I could see how far I could get and I had a killer run >:)
it ended up bugging out I think because I had all the upgrades I couldnt drop down or move anymore xD
Well done all around though!

Thank you so much for bringing this game by my stream. Here's a link to the VOD:
https://www.twitch.tv/videos/1006750294?t=6h55m40s
at first i didn't think much of it, i'll be honest, but damn, as soon as you start getting powers as seeing what you can do, it's like you can see through the mechanics, and it feels fantastic. Man. I actually really liked it, i'll keep it around to play during zoom classes!
I played the bugfixed version, as it's what the game was intended to be, anyways!
I think that something that pushes you to fight the dance around the monsters would have been great. I mean, you have to go around them in order to get the powerups, but you can always go to the next level if you don't think you can do it. IMO, a level limit (with some kind of boss encounter or something? or maybe a "get X money before level X" mechanic?) would have been great to push the player into really thinking what they do, and to push for the powerup or try again next level.
Having the turns go in real time was weird to wrap my head around, as were the moves of some enemies. Some were quite obvious, the others not so much. After a while i got used to it! It makes you think fast while you are in the thick of the action, which is cool. I don't know which one i'd prefer.
Also, a bigger playing field (or closer camera) would have been nice too!
Overall, dude, this was great.
I liked the aesthetics, but felt it was a little chaotic on the later levels and hard to follow and keep track of all the enemies.
And the gameplay is just addicting. I just kept going for one more try and one more try. Very cool idea and truly great implementation. Some minor improvements can be made - like a tooltip that will tell you what a thing does before you pick it up, some additional sfx, some ending or an end-score kinda thing if you'd like to go endless with this concept.
But this is a very cool piece of game already. Very well done!
I really like the concept and the core mechanics. The gameplay feels polished, and so do the graphics! It doesn't seem very challenging at first, but I found out it was surprisingly easy to run myself into a corner when I tried speedrunning through the levels.
I think it could be a little bit clearer what each enemy does / how they move, but I did learn after seeing each a few times. Pretty nice overall. Very cool idea with the deck of cards :)
Thanks for providing a Linux build!