...Rise of the Toasty Tomato by snesgaard

[raw]
made by snesgaard for Ludum Dare 50 (COMPO)

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!?

Screenshot from 2022-04-04 00-44-56.png

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.

Screenshot from 2022-04-04 00-45-56.png

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.

money.png

Card anatomy

Cards have three attributes; attack, defend and effect

card_anatomy.png

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.

Screenshot from 2022-04-04 00-45-47.png

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🗨️

Feedback

Yamzho
04. Apr 2022 · 09:51 UTC
Great game ! Even though mouse control would have probably been easier, it is easy to navigate between the cards. Graphics are simple but very effective. Well done !
LDJam user 278827
04. Apr 2022 · 10:12 UTC
Cool game, i love the art style and thematics of it. Like you mentioned in your postmortem, input feedback I think was the biggest thing holding it back. The combat system was cool and very in depth, a lot to master. Battles are unpredictable which is good, in a deterministic game like this, it keeps it fresh. Great Entry!
RottenThunder997
04. Apr 2022 · 14:40 UTC
Solid Entry!

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
🎤 snesgaard
04. Apr 2022 · 19:47 UTC
@yamzho Agreed! UI is pretty hardcoded, so was a bit much to implement mouse control before the deadline :(

@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.
LDJam user 280189
04. Apr 2022 · 20:44 UTC
I agree with what the other commenters have said, I also got confused with the black and white buttons and would like to have mouse controls. I found it a bit confusing on what the events did, would be nice to have a description there. Other than that really good concept good job! I like that you made it with LOVE as well, my favorite framework :D.
LDJam user 279610
04. Apr 2022 · 20:50 UTC
Solid game! I love the 1 bit art style. Need an evil deer? Add a pentagram to it! Loved it. UI mostly felt good. I don't like that the cards resolve in opposite order to the order they were played, and the confirmation dialog I feel "enter" should work for "accept". Overall though I really like the mechanics. Deckbuilders are hard, this is a really solid creation for a couple days.
Lako
04. Apr 2022 · 21:48 UTC
The art style is great, with the monochromatic art. The gameplay is pretty decent, although I was confused by the lack of mouse controls at the start. I feel like adding color to differentiate the cards would make it more easier to understand. I ended up breaking the game as I selected an enemy after I died, and the menu stayed while the battle was occurring.
Sam Bigos
04. Apr 2022 · 22:02 UTC
Very ambitious to make a deckbuilder in 2 days but I think you did a good job. Like others have said the controls and feedback is lacking but the gameplay itself is well done. Nice one.
JCMonkey
05. Apr 2022 · 00:31 UTC
instead of having space and enter for select i would have just went with enter or for that matter just use mouse clicks. the begining screen was confusing because i didnt know about the selection scheme in the game. not sure what the calculate thing was after playing a card you can just apply a hit effect. and there was a lack of effects i wasnt sure if i hit the thing or not. most the time when i played a card it didnt do anything to the enemy and it took 5 points of damage to me.
ollie_d
05. Apr 2022 · 07:06 UTC
I love slay the spire so it was cool to see a deck builder in the jam. The UI was kind of confusing when it came to selecting options because I was expecting the option selected to be in white and not black. I think it would've handled better with a mouse, but otherwise a cool submission!
PurpledArtFrog
05. Apr 2022 · 08:57 UTC
Unfortunately I got an error when trying to run it ..![2022-04-05_10h56_14.png](///raw/75c/71/z/4c729.png)
Pierce Brooks
06. Apr 2022 · 02:51 UTC
Love the black-and-white aesthetic! Very impressive to have been able to implement all these card mechanics within the jam's time frame :)
JovialKnoll
06. Apr 2022 · 03:16 UTC
Visuals were solid, basic gameplay loop makes sense and is a nice direction, would have liked to see more interesting choices or secondary effects on cards.
🎤 snesgaard
06. Apr 2022 · 19:22 UTC
@lako Really? Haha not surprised, the main game logic is very spaghetti :P

@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.
🎤 snesgaard
06. Apr 2022 · 19:25 UTC
@purpledartfrog Love2D requires OpenGL 2.1 at minimum, so if you do not have a graphics card that can handle that, it probably won't work for you :( If you do, maybe you need to update the graphics drivers or something?

@kazuren Big fan of LÖVE! Like that it is very code-driven, unlike most of the game engines out there.
sapantaha
07. Apr 2022 · 06:38 UTC
Fun game, and the mechanics are easy to understand. I actually got hooked to it for quite a bit. However, I didn't find the controls to be intuitive. I recommend you make them closer to each other next time.
unpronounceable
07. Apr 2022 · 21:11 UTC
Pretty fun game. Loved the art. Main things holding it back are the UI/UX, and controls. Also even a little bit of sound would have added a lot.
bucketh3ad
08. Apr 2022 · 22:25 UTC
Solid art for 1-bit style. I did find the confirmation dialog box could be confusing, but otherwise it had it's own special charm, and I liked all of the different enemy sprites. That darn Tomato is my nemesis though! I tried to wait out the scaling for a couple of turns to find an opening in his defenses and got destroyed, since he only grew in power. Considering this was your first go at a deck builder, I'd say you have a real knack for it. Keep it up!
shellofagirl
09. Apr 2022 · 13:42 UTC
super cute animal silhouettes :) not my fav control layout but that's easy to add to
Harmadillo
09. Apr 2022 · 15:04 UTC
Fun game. The card mechanics worked well and the descriptions/effects were clear. The art for the enemies looked good. The controls were a it clunky.
Sodoj
09. Apr 2022 · 15:51 UTC
I had a weird time with this game, I feel like it just didn't work for me.

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?
Celtican
09. Apr 2022 · 17:04 UTC
@sodoj You might've forgotten to end the turn! When you play your three cards, try pressing enter, then space.

@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!
🎤 snesgaard
09. Apr 2022 · 19:23 UTC
@bucketh3ad Yea, as I mentioned in the post mortem, balancing is very hard. Especially when you create most cards and monster 2 hours before the deadline XD
🎤 snesgaard
09. Apr 2022 · 19:31 UTC
@celtican Thanks for playing and the feedback!

* 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!
nyxkn
11. Apr 2022 · 17:41 UTC
On the linux build I could not get past the initial choose an event screen.
Nonnen
20. Apr 2022 · 10:52 UTC
Very nice. I like the choice for the black and white visuals, and the game play felt pretty solid