Dungeon Dealer Post Mortem
It's a Card Swap Dungeon Crawler--probably one of the most straightforward games we've ever done for the Ludum Dare. So, let's get to it!

What went right?
- The gameplay didn't really gel until late on Sunday, and we were pretty lucky that the balancing worked out well
- The art, although simplistic, struck the balance between something quick that could be slapped together and something decent enough to get noticed
- Picking a design that can actually be accomplished in 72 hours. Something we haven't always been great at.
- The UI lent itself to being very mobile ready, and we're toying with app store version as we speak
What went wrong?
- The tutorial deck at the beginning doesn't really explain enough on how to play, and the rules card (which I thought was a great idea) is quite confusing
- The card swap mechanic isn't the most intuitive, and our post jam version has more of a slide/re-order feel to it
- Not enough visual/audio feedback. Why did that on-screen thing happen? I don't know!
Wrongish Right?
- Prototyped on paper, which was quick and got us to a reasonably balance right away. However, playing with physical cards vs digitally brought up an unexpected issue with pacing. As you're moving things around and rolling dice physically, the game seemed to have a great pace... but when done automatically by a computer the game seemed slow and a bit boring. We had to do a decent amount of last minute redesign to make the digital version more entertaining.
So, all in all, not too shabby.
Here's the link to enjoy!