Souls harvest by PlusMinus

[raw]
made by PlusMinus for Ludum Dare 52 (JAM)

The last day of humanity has come. Slay the humans with an undead army and harvest their souls. Build your deck to fulfill the mission! LD52_3.png

Troubleshooting: Made for fullHD, use fullscreen.

If you have other monitor resolution, you can try zoom out of itch.io page before starting the game and then go fullscreen.

Also there might be some trouble with safary browser. (1 case registered) Try other browser if it stops loading at ~90%.

Ratings

Overall 560th 3.262⭐ 23🧑‍⚖️
Fun 485th 3.238⭐ 23🧑‍⚖️
Innovation 356th 3.381⭐ 23🧑‍⚖️
Theme 543th 3.475⭐ 22🧑‍⚖️
Graphics 547th 3.286⭐ 23🧑‍⚖️
Audio 456th 2.714⭐ 23🧑‍⚖️
Humor 681th 1.675⭐ 22🧑‍⚖️
Mood 661th 2.975⭐ 22🧑‍⚖️
Given 7🗳️ 8🗨️

Feedback

Iluvatar
09. Jan 2023 · 15:56 UTC
I'm afraid you forgot to share the link guys :)
skigfx
09. Jan 2023 · 19:11 UTC
@iluvatar we still have 47 minutes to share it :D
Iluvatar
09. Jan 2023 · 19:39 UTC
@skigfx My apologies, I didn't realize it. I assumed that because your game is up in the list, you clicked on "publish" button. But I think the game appears even if it's not published yet right?
🎤 PlusMinus
09. Jan 2023 · 19:45 UTC
@iluvatar Sorry, accidentely marked as published, can't be undone. Uploading now.
HFSEvans
09. Jan 2023 · 23:24 UTC
Great looking game with an interesting concept!
JormaRysky
09. Jan 2023 · 23:26 UTC
Those who are struggling getting game to fit screen, zoom out itch page before making it full screen.

I like those small characters walking around, very cute stuff
cappa_games
10. Jan 2023 · 00:46 UTC
Love the gameplay! I think taking this idea further is worth pursuing. Adding some new cards, enemies and friendly characters would be fun to see!
🎤 PlusMinus
10. Jan 2023 · 06:05 UTC
@jormarysky Thanks for the tip. Added to description :)
LDJam user 300422
10. Jan 2023 · 13:23 UTC
Nice graphics and sound. I like the take on the gameplay as well. But some critique:
- I feel like the traps individually are a bit underpowered, barely anyone ever walks over them.
- For most of the time i didn't really find anything to do but watch my skeletons. Drawing cards cost soul and only receiving them on level up is kinda scarce too... Giving the player more cards could help.
🎤 PlusMinus
10. Jan 2023 · 13:42 UTC
@zluca I saw the flaw with card buying. At first it looked like a nice idea to manage "more card or build a stronger deck", but when made it, understood that it feels awkward. There was another ideas - give cards to some humans so they drop them on death, but deadline was too close)

traps was designed so it was a hard start, but the further you go, the more landmine you're building. Also flawed concept since it becomes too easy if you placed enough traps.
recursiveanomaly
11. Jan 2023 · 18:23 UTC
Fun game! I loved the graphics, and the music fits well. I used a lot of the traps, as they felt more persistent than upgrading skeletons that would die. I appreciated the choice of cards at each death level, as without it I wouldn't have felt like I had any choice agency. Thanks for the game!
surr-sloidah
11. Jan 2023 · 20:18 UTC
I like the idea here, building a card deck in order to prevail over the living, with some more time after the jam I could see this becoming really deep and engaging.

I enjoyed the short time I spent with it, but found that at a point the difficulty of the enemies raises to the point where it is impossible for your skeletons to kill them, and thus not gain souls, and thus no cards to use on your enemies. If it were possible to build a deck higher than 5 cards or have alternate means to gain cards, I could see it becoming a much more fun game to try and overcome the challenge in :)
publicidadeba
12. Jan 2023 · 16:26 UTC
When this jam end pursue this game. Make into a full game. If you do this, it will be great. The concept is super solid and you already have so much done.
amkingTRP
12. Jan 2023 · 16:53 UTC
I think my major gripe is the seemingly random nature of the units' movement. I like that you can target specific units with the cards, but the lack of control over the skeletons meant that random movements left them isolated and overwhelmed. If you could create units with specific behaviour (e.g. a card that generates an undead that will head towards the nearest enemy, or the strongest enemy, or a specific type of enemy) I think that would work.
Yahel Dooley
12. Jan 2023 · 17:13 UTC
This was fun! Drawing cards while action is happening feels good. It was hard to notice sometimes whether the effects on the cards were being applied, and the first time I played the game, I simply clicked on the first card in the row and the game crashed, but overall its a fun game worth expanding on I think. Great work!
GoldRanger
12. Jan 2023 · 17:44 UTC
nice! This is an additive game, there are a lot of feature can be added, enemy, shop, allies etc you must already know. It is already good enough for a game jam, just saying it will be nice to have more stuff!

just a share, in one of my play when I play slothness the game crushed, forgot to screencap the error msg.
resevoir
12. Jan 2023 · 18:12 UTC
It is a quite nice concept to indirectly control the balance of a match with cards. I had quite a lot of fun with this. Lost very quickly a number of times but then figured out that the persistence of the traps offered one strategy through which to survive for quite some time. Also very much appreciate the pixel art and the music. It really comes together. I agree with others that it would nice with a bit more juicy feedback when you play a card as there is very little with some of the cards, especially the ones targeting your skeletons.
animatrix1490
13. Jan 2023 · 04:29 UTC
The pixel art was really good and the music was funky; reminded me a little of Age of Empires. Cool concept; would love to see this more fleshed out!
StarboiHooch
13. Jan 2023 · 14:04 UTC
Really great game. There seems to be a bit of a bug (I assume) where if you start a new game you keep your old deck but personally I think this gives it way more replayability so if that was an intended feature good job. I have been playing for quite a while and my high score is 144 but I'll probably keep playing for a bit longer. It did take me quite a while to understand what I was supposed to do and how to use the cards but once I got it then it's really fun. I especially like the split card and that it combos with rejuvinate. It seems like there are a ton of different cards to unlock which is really good but I think if I were to make one improvement I would maybe have spent some time trying to make a different enemy type for a little more variety. Overall I really enjoyed this and I think you accomplished a lot in one weekend.
StarboiHooch
13. Jan 2023 · 14:06 UTC
Just started a new run and got the sloth card. As soon as I tried to use it there was an error message that popped up and the game crashed. Not sure if anyone else has already pointed this out.
Hawkin
13. Jan 2023 · 22:49 UTC
I loved the concept! It was a good challenge to use cards economically, since you didn't get a refill until leveling up. I did regret that I always had to choose between refilling my hand and getting a new card. Maybe you can playtest auto-refilling?

I did have some issues with the resolution, since the graphics ended up looking blurry (not as crisp as your screenshot). But otherwise, the UI artwork was great! It had such a gothic vibe to it. Also, as I think others have encountered, there is a repeatable crash when clicking the Sloth card. I'm using Chrome.

![Screenshot 2023-01-13 164214.png](///raw/319/53/z/5662a.png)
koboldskeep
26. Jan 2023 · 20:18 UTC
Interesting setup, I think it has potential. I think it would help me plan my traps and who I buff if I could better predict where characters will be moving. A layout of hallways and rooms, or paths and roads, perhaps? Also would be nice if it told me how much damage I would Smite/Heal for.