...Rise of the Toasty Tomato by snesgaard
You have the money, the tomato want your money. The more you fight, the more money you get, the more they want your money...
Is there any end to this vicious cycle!?

Game Mechanics
...Rise of the Toasty Tomato is a deck builder card game. You start with fairly bad cards and fight enemies to get better, stronger cards.

After each battle the money counter increases. The goal is to get it as high as possible before the enemies overwhelm you, as they get stronger the more money you have.

Card anatomy
Cards have three attributes; attack, defend and effect

Attack is how much damage the card can deal.
Defend is how much damage the card can protect you from.
Effect is a general change the card implements on being played.
Battle
You get to play up to 3 cards each turn. The enemy also plays a card.
Whenever you are ready hit the enter button to progress to the resolution screen. Here all cards effects are resolved, and their attack and defend stats are added together for both player and the enemy.

Damage is then dealt to both player as enemy attack subtracted player defend. Same for the enemy.
If either health hits 0, the battle ends. Additionally if the player doesn't have anymore cards, you loose.
Controls
Generally navigate the UI using the arrow keys. Press space to confirm and enter to progress through the various screens.
You can always exit the game using escape.
Developer Post Mortem
Been wanting to implement a deck-builder ala Slay the Spire for a while now, and thought I would give a shot.
Learned some great lessons from this.
First is that action feedback is very important for a stat's driven game, how exactly player actions affect the game's state. Doing so in a clear and non-intrusive manner is fairly difficult, and don't think I quite did it right. Feel free to ask questions if the game confuses you.
Second is that balance is a fairly tricky thing in a number's driven game, as there many interactions which can be tough to get an overview off.
But overall a fun and interesting game to create.
And thanks in advance for playing, and feel free to share your final score :)
Ratings
| Overall | 476th | 3.135⭐ | 28🧑⚖️ |
| Fun | 417th | 3.1⭐ | 27🧑⚖️ |
| Innovation | 438th | 3⭐ | 27🧑⚖️ |
| Theme | 581th | 2.64⭐ | 27🧑⚖️ |
| Graphics | 304th | 3.46⭐ | 27🧑⚖️ |
| Humor | 251th | 2.958⭐ | 26🧑⚖️ |
| Mood | 469th | 2.88⭐ | 27🧑⚖️ |
| Given | 24🗳️ | 27🗨️ |
Only thing i picked up on was when i wanted to "activate" the played cards, i have to select the "no" option.
So it seems the no and yes option was reversed
@bosco Yea action feedback is something I will definitely prioritize for next LD.
@rottenthunder997 The button with white text and black body is the active one in the confirm menu. Thought it was the most intuitive, but have heard the opposite from you and others, so I guess not XD Will keep that in mind for next time.
@sam-bigos Yea I agree, kinda of crazy in hindsight.
@jcmonkey @ollie-d Yea GUI and user feedback in general needed some more work. Actually my first time designing something this UI-driven, so the feedback is very much appreciated.
@kazuren Big fan of LÖVE! Like that it is very code-driven, unlike most of the game engines out there.
When I turned it on, it prompted me to choose an event. I picked an event, selected my cards, chose to play them, but nothing happened at all. I tried restarting the game several times, playing different card combinations, but nothing seemed to work :c
Too bad because the game seemed so promising on paper. Am I doing something wrong?
@snesgaard I never dared to build a deckbuilder for Ludum Dare. It would be too much code for such little results, it would be hell to add in a comfortable amount of cards and enemies, the bugs would be through the roof, there would be too many mechanics for me to add in such little time. But you made a deckbuilder! In a compo, none the less!
I think this is a solid compo entry. It lacks a lot of polish of course, but you have a solid amount of diversity in monsters and cards, you innovated in the mechanics (this is like a cross between STS and Gwent), the monsters and descriptions are humorous, you plain did a good job. Adding to what other people have said, here are some notes (you probably realized most of these, but, eh):
- This is probably really confusing for people who don't play deckbuilders. To help, I would consider removing the "spell stack" in favor of instant effects, people would immediately see their results and understand them. I would also consider removing the attack/block symbols on the bottom of cards if they have 0 attack/block. That would just make it easier to read and mentally parse.
- There was a bug (feature?) where if I defeated a monster with my last card, I would die. It made me sad.
- The coins don't seem to do anything, consider removing them (at least visually). Currently they're another UI element to look at and worse-case get confused by. Alternatively, consider adding easy card effects that manipulate coins (e.g. Gain 5 coins and deal 20 damage, Gain 5 coins and increase attack and block by 5, et cetera).
- Consider making it obvious when flavor text is just flavor text. For instance, for the Slap and Block (and upgraded variants) cards, consider making the flavor text gray. Again, for easier reading. Games with lots of text benefit from being easy to parse
- The early game was quite difficult, even when I learned to save my cards until I needed them. To make it a tiny bit easier, maybe add a new starter card (like "Draw 2 Slaps", although I know that would probably clash with the code), or allow the player to pick an extra card to keep at the start of the run. After the first two encounters the difficulty was fine though
I really liked this game. It felt satisfying when my numbers started getting big. Monsters and players trading damage instantaneously made it so I still had to play my cards carefully when they were low on health. The card rewards were neat, too, I liked that I could remove cards as I added them.
Good game! You better participate in Ludum Dare 51. You better!
* Yep, in retrospect it is basically the same system as Slay the Spire (attack and block) just way less intuitively presented.
* Oh, that is definitely not intentional!
* The coins are leftover from ideas I had earlier in the process, which I didn't have time to implement. You know how it is with LD and time management :)
* Would be a good idea yes. Or italics ala magic the gathering.
* Agreed. Would have wanted to let the player select from some predefined card loadouts, with a bit more strategy and flavor to them.
And don't worry, I'll be back next time!