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My Weapon, My Wooer
My Weapon, My Wooer:
In this card game, you will play as a cute mimic girl who has made an alliance with an adventurer she had become enamored with after she had intruded on her dungeon chamber looking all cute. As the situation calls for it, the mimic will transform into various weapons to assist her beloved adventurer in felling her fellow dungeon dwellers. What that weapon will be, will be decided by you and good old RNG.
This game was made in about 2 weeks for the 16th Pirate Software - Game Jam the theme of which was:
You are the Weapon
And so you will be using cards to shift a mimic into a variety of weapons as well as several different items that raise her companion's stats.
How to Play:
The controls are entirely left mouse click/drag or touch input on your mobile device.
For a more detailed explanation in the Mimic's voice, refer to the in-game tutorial.
At the start of each floor, you will be presented with 6 cards. 2 cards will be added to the hand with each kill, as well as gold. At least 1 card will always be supplied to you. There are three card types: Orange, Blue, and Gold.
Orange Cards (Offense / Weapons):
Drag and drop these cards onto enemies to deal damage. The number on the top left of the card represents both it's value and base damage. The number on the top right within the die icon represents what random value will be added to the damage. If that weapon has a d6 icon, for example, a random value between 1 and 6 will be added to the base damage.
There are four types of damage a weapon can inflict: Chop, Magic, Pierce, and Smash which are represented with icons. To inflict double damage, match the weapon with the enemy's weakness (shown as the icon to the right of their name).
Blue Cards (Defense / Buffs):
Drag and drop these cards onto the adventurer to boost/replenish her stats. These cards also have a base value that represents the number they boost a stat by.
The three stats are Health, Shield, and Damage. Health represents the adventurer's hit points, max of 5. Extra healing is wasted. Shield are hit points that an enemy must deplete before health can be affected. Shield is infinitely stackable. Damage cards boost the adventurer's personal damage, which is always a flat value. This is the damage she deals in her counterattack when an enemy attacks her health directly. Like shield, it is infinitely stackable.
Gold Cards (Free Money):
After this card leaves the hand and is dropped anywhere on the screen, a d100 will be rolled. A random value between 1 and 100 will be multiplied by your current gold multiplier and added to your total gold.
Earning Gold:
Gold is earned by killing enemies, aside from the gold cards. The amount you earn is equivalent to the amount of damage you dealt in the final blow multiplied by the gold multiplier, which as a base value of 1.
Gold Multiplier and Discarding:
You may choose to discard any blue card and most orange cards to boost your gold multiplier. Discarding a card will add its value to the current gold multiplier amount. When gold is earned either by killing an enemy or activating a gold card, the amount you earn is multiplied by the gold multiplier. After which, the gold multiplier is reset to 1. Orange cards with a value of 0 cannot be discarded for balancing purposes.
To discard, drag the card to the Mimic's mouth.
The Goal:
For each floor, there is an amount of gold you must obtain. To win, you must either meet or exceed that amount. Losing all your Health before then will result in losing. Winning a floor is rewarded with a small cutscene.
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My Commentary:
I include a few notes on each jam game I submit, feel free to skip over. This is the first card game I've made, and it was a very stressful process. I went back and forth on lots of mechanics and failed to implement many of my original ideas. If you bother to read the GDD, you'll see that a lot changed. But I think what I made in the end is fun. I was playing it a lot more than I needed to while testing. I'm also satisfied with the art I drew. Since I took so long to draw them, I'll be sharing them. I did it for the last game I spent a lot of development time drawing for, so why not? People seemed to like them. I'll be releasing them as public domain assets. So they're free and can be used without crediting me.
My only regret really with this game is not spending more time on writing. I think what's there is fine, but it could be improved, especially the end of level cutscenes. But then again, I'm usually not satisfied with my writing. That's just how it goes with artists, I think.
I noticed I'm supposed to provide a prototype. Well, I polish as I go, so there's no version of the game with only base mechanics and programmer art...
Known issues:
I noticed after uploading a few polish things that are kind of minor, like the music not looping in the level select on downloadable versions. Not sure why that isn't checked by default  ̄へ ̄ I'll fix these things with an update if somebody notices other issues worth exporting and packaging this game again for.
Credits:
All music by Eric Matyas: https://soundimage.org/
Sounds effects from: https://www.zapsplat.com/
Updated | 19 days ago |
Published | 22 days ago |
Status | Released |
Platforms | HTML5, Windows, macOS |
Rating | Rated 3.0 out of 5 stars (2 total ratings) |
Author | Fava Beans |
Genre | Card Game |
Made with | Adobe Photoshop, GDevelop |
Tags | 2D, Anime, Fantasy, Female Protagonist, Lesbian, LGBT, Pixel Art, Romance, Short, Singleplayer |
Asset license | Creative Commons Zero v1.0 Universal |
Average session | About a half-hour |
Inputs | Mouse, Touchscreen |
Download
Install instructions
The Windows version is an executable file, The Mac version is not so neat. If you get a warning, I promise I'm not trying to infect you with malware.
The pack contains single sprites of the enemies. I'm not sure how useful they'll be, but the last time I did it, some people downloaded them and appreciated it. So why not? They're under the CC0 license.
Comments
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Very polished art and assets in this game. After a bit the music got repetitive but I feel like that can be fixed with a longer track? The tutorial, while informative, is very wordy and the avg player might just speed through it and hope for the best. I've learned a lot lately and majorly that people will tend to do everything to avoid as much as possible. It was well written, though, and by the time I was done I pretty much understood what I needed to do so good job on that. The font is kind of hard to read for me and I had to really slow down to make sure I was seeing the words correctly. Character and enemy designs are spot on and I love the gameplay. This is definitely I can see myself playing many, many, many levels of. This game is definitely something I'd love to see a full version. Great work!
Thanks for all your feedback! I really appreciate the compliments and detailed analysis. I've gotten a lot of comments on that tutorial, which I will admit was done lazily. If I had the time and willpower, I would've made players perform certain actions to progress through the tutorial and divide the info into small bit size portions. About the font, I agree it's sorta hard to read. If I revisit this project, I'll be sure to find a font that works better at that tiny size, or even make it myself.
You did a super great job with the amount of time we had! It is very admirable. As a suggestion, if it's possible you could keep the font as is and in the game settings the player can toggle between fonts depending on their visual ability.
Art is amazing.
Played through and beat all three levels. I made it through level 1 and 2, then had to go back to the tutorial and learn about what the damage type symbols meant in order to pass the third level. (For the third level, also key was building up a large counter-attack stat.) Really enjoyed the witty tutorial explanations.
Mimi turning into a sword in the intro sequence was really cool to see. Would have liked to see more of that. Maybe with her turning into the weapons that you end up playing as an attack animation, or as artwork on the weapons cards themselves.
Also played wearing headphones. The beats switching sides definitely helped bring an extra level to the music. Great game!
Thank you for all the compliments and feedback! I agree, having art of Mimi as all the weapons would've been awesome. I did consider it, but I didn't have the time, plus I was pooped by the end of this jam /_ \ I'm also glad you enjoyed the mechanics I created. I've gotten mixed feedback on those.
If I ever revisit this game, I'll definitely consider your comments!
This was a lot of fun and it looks great! The cut scenes were really cute. I think they're gonna make it!
Show post...
I think so too!
Thanks! I really appreciate your compliments
The level of polish on this super good. I might just be stupid to figure out the strategy behind it, but I had allot of fun playing it.
Thanks! I'm happy you had fun! The fact that you couldn't figure out the strategy could just mean I need to make a better tutorial
Fun card game! I was surprised by how much was here. Awesome work.
Thanks! I was surprised by how much was here, too. I did a lot in the last couple of weeks. All it cost was a little sleep (°ー°〃) I'm glad to hear you think it's fun!
Yeah, I'm losing sleep over playing a bunch of the submissions. There are too many to get decently high scores on them!