Digital Bacon's Every 10 Seconds by digital bacon
This was intended to be a full on deck building game, but I think I was a bit ambitious, and didn't get a chance to implement the deck building part (killed enemies would drop some kind of currency which the player could spend in a "store" between levels for new cards).
Gameplay is very simple. You're the blue wizard on the left side of the screen, trying to defeat the forces of evil. Each level has a purple crystal on the right side of the screen. Every 10 seconds, this crystal spawns a new enemy. When it's your turn, three cards (from a selection of bolt, lightning, and heal) appear at the bottom of the screen, providing you with offensive and defensive spells to cast at your enemies.
If you manage to destroy the crystal, you'll progress to the next screen. If you destroy the crystal on The Villain's Lair level, you win the game.
The game is essentially turn-based. The timeline (at the top of the screen, not fully implemented either) would show who was going to go next, while the clock at the left of the timeline shows what "time" (in seconds since level began) it currently is. Time skips ahead to whoever's turn it will be next. The crystal always gets to go every 10 seconds and spawn a new enemy.
Once again, time management and being unable to say "No" to people were my biggest hurdles.
The graphics are mostly programmer art, but to spare you a completely awful experience, I've used one of Vimlark's graphics packs for the characters in the game, so please don't rate the graphics based on those.
There's no sounds, so don't worry if you don't hear anything.
Ratings
| Overall | 1223th | 2.375⭐ | 38🧑⚖️ |
| Fun | 1219th | 2.157⭐ | 37🧑⚖️ |
| Innovation | 1173th | 2.392⭐ | 39🧑⚖️ |
| Theme | 1188th | 2.417⭐ | 38🧑⚖️ |
| Graphics | 1070th | 2.544⭐ | 36🧑⚖️ |
| Humor | 919th | 2.132⭐ | 36🧑⚖️ |
| Mood | 1178th | 2.236⭐ | 38🧑⚖️ |
| Given | 30🗳️ | 48🗨️ |
Spam clicking seemed to be the best strategy by far
It could use more ui !
@whumpuswu : yes, there are plans for a "store" of some kind that would appear between levels to allow you to purchase more cards/spells to add to your deck. I also need to add in animations so that there's a visible effect to when you select a spell (bolts fly across the screen, healing takes place) as well as health bars so you can see what's going on. At the moment, only text appears in the message box to tell you what's going on, but things happen so fast that the text keeps getting replace -- you only see the last message that was displayed.
@reliodan : I needed to add a description/instructions page to explain, plus some of the visual effects I mentioned above will help provide the player with more information about what is going on. The pixel art is cute, but I can't claim credit. As I mentioned in the game description above, all the characters are by Vimlark; everything else is placeholder/programmer art I knocked together just to have something to throw up on screen. You do *not* want to see what my goblin looks like... :laughing:
@attala Time management's always an issue 🙄 Once the rating period is over, I want to go back and start implementing things like visual feedback.
@chrisdedev Yes, totally agree. I usually add in an instructions screen, but as previously noted, time got away from me. Haven't ever tried a proper tutorial mode before; might try with this.
One thing I didn't understand was health... I didn't see where my health was being indicated, and at some point I realized I wasn't really afraid of dying. I brute forced my way through and won. It was fun, but I wish I understood what was going on a bit better. I did spam the health things for a while, did I maybe build up an excess?
Aside from that, I feel like this is a great foundation. As people have said: the store, some visual indicators, etc. would fill out the game really nicely, but you've got a strong start. Really great job and congratulations!
Health bars were one of the features that didn't make it. Super annoying, because it was something I'd spent quite a bit of time on in LD50, but I never thought to just grab it from there!
@mrbamboo animations are definitely required, not just to bring the game to life, but to provide visual cues for the player on what just happened.
@chasen-nesbitt can't argue with you :grin: deckbuilders are great!
Seems like there was some some solid ideas in this game though. With some more attention to communicative UI, and perhaps a smaller scope- this could become good.
@baylock That's the plan!
@asbjorn, @matt-ravenhall It's the thing I hate most, the lack of feedback to the player about what's happening and what the game expects the player to do next. First on my list of things to implement.
With that said, these are things you already know so I don't have anything new to add there lol, but I genuinely did like the concept and the art is cute and I would love to play more of this as it gets updated!
And yes, the art is cute. Pity it's not mine, but [Vimlark's](https://vimlark.itch.io/vimlark-asset-pack).
Good job, keep it up.