Some Art for a Deck Building Dress Up








Try out Decked Out, the only game where you can dress up a 2D representation of a person by playing cards you get from a wardrobe!

Here's what people have to say:
"I just can't get enough of Decked Out. I want to get a T-Shirt with Decked Out on it so I can show it off to everyone." -Wing Lee
"I love Decked Out. It's incredible. It really saves me time and effort. Decked Out is exactly what our business has been lacking. I would gladly pay over 600 dollars for Decked Out." -Joan "phzn" Denpa
"Thanks to Decked Out, we've just launched our 5th website! If you want real marketing that works and effective implementation - Decked Out's got you covered. You guys rock!" -The guy sitting in the back row
This is really really not helping me to be productive in any way
My trusty Sennheiser HD280 Pro won't play anything out of the right ear anymore. Real shame because it was given to me from my dad which he bought about 10 years ago. I had recently replaced the ear cushions just a few weeks ago and replaced the head cushion a couple years ago. Hopefully I'll be able to just solder on a new cable plug instead of having to replace the whole cable.
Or maybe I should just get a new set of headphones. Anyone know a good pair of studio headphones? I really liked the HD280 Pro's closed ear design with passive noise isolation.
What are you waiting for? I said come in. Don't just stand around there!

An homage to one of my favorite games of all time, S.T.A.L.K.E.R. Shadow of Chernobyl.
The exclusion zone, later nicknamed to just "the Zone", was quickly cordoned off by the military. Soon after, rumors spread of strangely shaped artifacts said to give superhuman powers. These artifacts would be found in the hearts of "anomalies", dangerous radiation hotspots warped by the disaster. Scientists and private collectors soon bid large amounts of money to get their hands on artifacts. Motivated by the riches, young men flocked the Zone in search of artifacts. Dubbed "stackers" by the Ukrainian government, these people risk life and limb in search of riches.
But there was also a rumor about the most powerful artifact of them all. Found at the heart of the Chernobyl nuclear power plant, it was told to be able to grant anyone's desire. But that's just an old wives tale. Surely can't be real right? No one has gone to the plant and come out alive. Maybe you're not thinking of going there are you, stacker?
Well I won't follow you if you want to walk right to your death. But good luck and godspeed.

An homage to one of my favorite games of all time, S.T.A.L.K.E.R. Shadow of Chernobyl.
I'm trying to get my game to work with different resolutions since I've had issues with UI elements and game objects not scaling to different aspect ratios and resolutions in the past.
I currently clamp player positions within the viewport so they can never go off screen and I'm going to be anchoring UI elements and keeping them a fixed pixel width. However, I still have to deal with moving all game objects without limiting the amount of space players have to work with. At higher resolutions, players have more space to move around, but at lower resolutions, players have less room to move around.
Is there any good way to solve this? Or is my best bet just to force a single resolution like how I've been doing before?
I have had about 10 games open in my browser but haven't gotten around to playing and rating. I'll be taking any and all games to rate.


Because Windows 7 is no longer going to be supported at all next year, I'm planning on fully switching over to a Linux distro instead of upgrading to Windows 10. Currently, I've been experimenting with openSUSE, but I still don't have a development environment set up for it. Are there any good utilities or engines I'm overlooking while I make the transition? Most of the art and audio programs I use are FOSS (GIMP, Krita, Audacity), so that won't be much of an issue when transitioning.
On Windows 7, I currently use Visual Studio as my IDE for C# programming on Unity. How is the Linux build of Unity nowadays? I'm alright also alright with not using an IDE and just having a text editor.
EDIT: Obligatory post-slaughter post


So many of these are just old themes slightly changed or rephrased.
Been bouncing ideas with friends for a little while, but don't know what to do quite yet. Here's what I've got:
I wasn't really feeling too well about the theme until I decided to not make a video game and make a tabletop instead. Now I'm making a card game with draft and trading elements. Thematically, it's about earth elementals fighting a civil war. In order to fund this war, they sell the different minerals they have in their body to buy weapons and whatnot. Their defenses are tied to how strong the minerals are in the different limbs of their body. Of course, different minerals have different monetary value to merchants (gold is more valuable than quartz).
After about 3 hours of brainstorming and spitballing ideas with a friend, I have a somewhat fleshed out design doc. A couple more hours and now I've got a preliminary rule book.


Lots of people make video games, but what about games of the more analog variety? Elemental Warfare's a 2-4 player card game where you play as warring earth elemental clans. As earth elementals, you have various mineral deposits within your body which you can rip out and sell to merchants. Literally sell off parts of your body for weapons and new minerals!

Rather than making a video game this year, I decided to make a card game. I've always wanted to make tabletop games (in particular tabletop roleplaying games and war games) just because they allow you to be a lot more creative with an initial concept and really run with it. You're no longer bogged down by the technical or logistical aspects of making a game and can instead just purely focus on design language.
I was really not into the theme when I first saw it, and to be honest I still don't really like it. However, I did think it would make for some really cool board game ideas. For a while I was struggling between two ideas: 1) stock market themed deckbuilding game with a single, shared deck that players add cards to as a way to manipulate the stock market and 2) a card game about earth elementals that use parts of their body to fight, heal, and buy items. I went with the latter, but I still really like the other idea and will probably revisit it at some point.
After about a day of writing down basic rules and making all the cards, I had a playable to run.
The original playable had players draft cards out of a hand of 8 during the eating phase. This was partially because drafting is one of my favorite mechanics in all card games, definitely up there with guessing games and bluffing. However, with a phase of the game that overall had very little strategy (of course I'll choose stuff like Iron or Gold over Stone and Soil) there was just no point and it took up way too much time.
The most broken thing about this build was the ability to quad wield weapons, letting you stack something ridiculous like 4 Greatswords.
This build is much closer to the current game. Notable changes include only being able to dual wield at maximum, a simplified eating system, nerfing weapon damage across the board, rebalancing the trade deck, and simplifying market trades.
This playtest was notable for me topdecking 3 Iron out of the first turn, letting me purchase a Spear (at the time Spears had 6 ATK instead of 4). Then I proceeded to topdeck 3 Gold the next turn, letting me purchase a Crossbow (which had 12 ATK back then and costed 2 Gold). Bullying ensued and weapons were nerfed again.
For once I feel like I have an actual finished game for Ludum Dare. So I guess that's something worth celebrating. Making a card game let me just quickly get my ideas into something that can be fully played start to finish, which let me spend most of the jam refining mechanics and balancing the game rather than creating the technical framework for how the game would work. It's really quite refreshing to just change a few words on a piece of paper to add new gameplay.
The game is greatly slowed down by the trade phase, which I feel takes too much time to really process all the potential gains you can get. Currently, you have 5 different merchant cards you can trade with, along with all the trades that are always available via the market. You also have to think about how you're going to allot minerals from your inventory and how you're going to distribute your defenses for the upcoming combat phase. It's just so much slower than "draw 3 cards and choose between the 2 effects" or "choose a limb to attack". However, the trade phase is still meant to be the more strategic part of the game, so its very hard to strike a good balance between complexity and speed.
I don't think I've ever had this much fun (and this little stress) during a jam before. Making an analog game just feels so much more relaxed and so much more fun.
I wish I did have more time to playtest the game though. I didn't get to test the current build before publishing it, so it may or may not be completely broken. Likely, stonewalling is a bit too easy to do right now if anything.
Either way, I hope you enjoy Elemental Warfare even if it's a broken mess!


Sticking to my guns on Fragile and Pilgrimage.

I tend to be really picky about themes, but honestly I think there was an overall higher baseline of quality this time around.