Drawn Out by mechanicallife
Breif
We are excited to present you with a norse-themed asynchronous autobattler cardgame where you are tasked with drafting the best deck you can. Battling all the other ludumdrees who dare to give it a shot!

Simple explanation
At the start of the game you build a deck of cards by drafting, a process where you get to choose a card to add to the deck from a set of four. You draft cards seven times and then you get to play a other players deck. Simple!
The cards do what is written on them, try to build decks with usable synergies to go farther. Each card has a turn to attack, if there are cards on the opponent's side they will always attack them. If there is no card on your opponent's side the card attacks the opponent directly.
The dice at the top and bottom represents you and your opponent's life, if your dice go to zero you lose the bout. When you lose a bout you have one of the three coins that you have to wager taken from you.
When a bout is over you get to add a new card to your deck. If you still have coins at this point you will face a new opponent and their nefarious creation. If you lose all your coins your run is over and you lose.
Your deck will still be available to be played against of course.

Controlls
Cards are interacted with using the mouse.
Left click is select or accept and right click goes back.
During drafting you can check your current deck by pressing on it.
Holding space speeds up the simulation.
Ecs brings up the pause menu.

NOTE
Your name and deck name will be saved on server side and can be displayed to other players, Please be considerate when choosing names, thanks!
Also please note we did not make the music in this game, its a Creative Commons asset. So do not rate us in audio based on that
Addendum
We made a small fix to server side, where parsing issues could occur when fetching decks
| Link | https://drinkingkvasir.itch.io/drawn-out |
| Original URL | https://ldjam.com/events/ludum-dare/50/drawn-out |
Ratings
| Overall | 169th | 3.969⭐ | 51🧑⚖️ |
| Fun | 425th | 3.615⭐ | 50🧑⚖️ |
| Innovation | 238th | 3.755⭐ | 51🧑⚖️ |
| Theme | 1309th | 2.796⭐ | 51🧑⚖️ |
| Graphics | 272th | 4.163⭐ | 51🧑⚖️ |
| Audio | 352th | 3.674⭐ | 45🧑⚖️ |
| Humor | 712th | 2.9⭐ | 42🧑⚖️ |
| Mood | 205th | 3.99⭐ | 50🧑⚖️ |
| Given | 47🗳️ | 76🗨️ |
i felt player interaction is very minimal, it felt like watching and just waiting and having very little control when the game plays out.
As a simulation its great and i thinks a great way for card game makers to quickly test balance of their games :)
This game is mostly about building your deck and the rest of the game you only a watch how your deck performs against others. There are two problems: 1) The player does not feel like he's in charge. One feels at the mercy of luck which gets old quite fast. 2) If the opponent by chance gets a very strong start, it becomes very difficult for your deck to defend against the onslaught.
Because the fun part is actually getting and selecting new cards, I just fast played with space through the game just to get to the fun part again. I think a bit more interaction during the play phase would have made this one so much better.
Nevertheless, very good work. Could be the start of a really awesome game!
Thank you for your feedback and kind words! I was really happy with the result, we usually scope our games way to big and don't finish everything planned.
But this time we felt like we finished with a great end result!
Our idea for the theme was for the player to avoid "bloating the deck" for as long as possible.
In card games such as Slay the Spire I tend to pick way to many cards that after a while makes the deck worthless.
So we wanted to play with the idea of making deck bloating a forced mechanic.
That was the idea at least, I do agree that the end products connection to the theme was not as strong as we had hoped.
One thing I missed from this game was some scoring of how many games we lasted.
I've been super impressed by the music, what has been your setup for recording it? It sounds quite professional!
That's a really nice game you made for this jam, good job!
EDIT : I did'nt see what you wrote about the music, so that answer my question. I think you should opt-out of the audio ratings, because I'm not sure everybody reads whole pages. (i almost did'nt see it)
The overall package is so excellent that I'm just going to focus on the strategy stuff, but I hope this doesn't seem negative since the game is great:
I think there might be a bit of an issue to work out with falling behind hopelessly. If there were more comebacks and the tension about who would win lasted longer, it would be more exciting to watch the autoplay. (The well is one example that kind of does this already a bit) Fortunately you gave us the space bar, but I wish I didn't need it. I also wanted a little post-run report. I slew a bunch of decks with my best run, would have loved to see a number, but even though we wager coins on the table I didn't see where the ones I won went.
Synergy seemed lower-value than great cards. The 1/2 that grows each time something dies will run away with the whole game! Probably my high point was when I was going to lose to a huge one but welled it.
This is a very cool core, with great polish. The design is getting there and you have a lot of cool cards, but maybe some things still to iron out to REALLY nail the whole package.
Incredible accomplishment for a jam - you should be proud of this one!
The only thing I would change is maybe a few of the keyword ability names, but once I got what they did, I could follow the battle.
On the whole, a very well done game!
Overall, well done!
The gorgeous models which function as an in-world 'ui', the wavering candleflame, the lovingly drawn card art- all sum up to make the perfect mix of comfy and invigorating environment - familiar and adventurous like a good frothy mug of mead.
The cards and tactics were ranged, but kept tight to ease learnability and mastery - an excellent choice.
I will say (and perhaps this is just my experience) but ensuring players have access to an equal number of rare and common cards could go a long way to improve balance. There were a few decks where I seemed to be fielding poor frogs against armies of high level trolls. And there were several greater daemon cards which I never got to try myself, even after an hour or so of gameplay.
Needless to say, I played a ton of drawn-out. Also thank you greatly for implementing the simulation speed up!
I cannot state enough how well the atmosphere was pulled off, really exceptional work.
Sidenote: I have recently been looking into this old-norse game aestetic for my own personal projects: see image of my freshly 3dprinted hnefatafl (Tablut) game:

So this game has been very inspiring in that way too!
This has to be one of the best looking games that I have played this Jam. There are so many things about the visuals that I like. Even the menu feels like it belongs in a released commercial game.
It was a lot of fun experimenting with different decks, I like the auto-battler genre a lot :smile:
Man, now I wish I could see or re-use my decks again and see how they stack up against my friends. RIP my decks. :(
Balance wise, I feel it's hard to play from behind and off that Kraken tho. Got rekt by it so many times. :D And I would like to have an inidcator how many cards I have left to draft.
Lastly, I got a screenshot for you. You may not like it, but this is what peak Troll performance looks like:

The auto-play makes this more a draft-powered game than a tactical decision game, but that is ok. The graphics and card-highlighting / move effects were very well done.
Sometimes I felt a bit out of control, but that is part of the deal I guess.
There were a bunch of synergies in the cards, and it was pretty interesting to figure out what was good and what was bad. The Swedish mythology and card art was also consistent and well made.
Well done ya'll!
Oh, and you should probably add a limit to the number of characters allowed in your player's name / deck name.

my name continues for a while after that, but when on the title screen the rest gets cut off. ha!
I feel like with most deck games, you don't wasn't the game to "play themselves". There needs to be more strategy than just picking which cards are in the deck. Also all my flying enemies were killed by non flying ones, which seems to defeat the purpose of a flying card. Coming from playing a decent amount of "Magic: The Gathering", I can't help but compare this game to that. Watching everything unfold while I can't do anything is a crummy feeling, especially when my deck is underperforming.
I like the music and the visuals. The title screen buttons being cards is also a nice touch. Good game.
Despite that, the game was a lot of fun, and is impressive in its presentation. Great job!