Thank you everyone for the kind words!
Re: Deck of many things Yeah I kind of just threw it in there so that there *is* a chance to break the game (although in my (limited) tests during the jam I wasn't able to get it rolling myself :*(, I managed after though) Previously I had it only be a chance, but thought, eh why not make it completely op. Although I probably should have increased the price and made it like a capstone upgrade.
@cresceda Yeah, right now there is a bit missing to make it a good idle game, I'm not 100% on how I would go about fixing it, obviously just more *stuff* would be nice but that doesn't really solve it. Maybe the guildhall gets visual upgrades? Maybe the adventurers do? Like if I compare it to cookie clicker, Im not 100% what I like about a game like that except to unlock the next thing.
Also :laughing: Absolutely great writeup!
@Airgameboys I have the game set to "opt-out of ratings", which is probably the reason you can't rate it. I generally just participate because I like the game jamming itself and don't really want a rating at the end (The last ludum dare was kind of an exception for that, as I did actually leave the). The really surprising thing for me is that so many people found this game, given that my ld search metrics *should* be bad. :shrug:
Also, I might work a little on this game (or a version of it, maybe a bit more heavy in the auto-battle direction? Not terribly sure), but not 100% yet, as I also have a main project that also needs working on.
Sidenote: The dungeon delving "engine" is atrocious, it's just lots of if(has(Item)) do x else do y, outside of a game jam it would be atrocious to maintain/expand :sweat_smile:.
@Reaktori Yeah, there is pretty much 0 skill expression. Originally I had planned to have different dungeons, and you had to find the right part for each, e.g. a trap filled dungeon would need a good rogue. Or have shortcuts in the dungeon for adventurers with certain traits, e.g. a brave adventurer would go a certain way which would lead to an easier dungeon.
But during the jam I kind of came to the conclusion that that might be too hard to implement under time constraint and that I wasn't too sure about the gamedesign aspect of it (e.g. what traits would be good? how should I integrate them into a dungeon). And once I got the procedural generation going I pretty much just thought, yeah lets do a idle game instead where you go as deep into the dungeon as you can.