Sail the seas and defeat the enemies.
Sail the seas and defeat the enemies.
Get awesome treasures.
But watch out, something is disturbing your mind…
Use your cards to defeat all the enemies.
But along your journey you probably may encounter some "chaotic" problems.
Music by our team member Daviro. https://soundcloud.com/daniel-villaoslada.
I liked that the only option was volume.
I wish i had taken advantage of turning it down before play, because it was loud.
Not bad, just loud.
And then i could figure out how to get back to to turn it down, so i kept going.
I found some booty.
And then things were covered with jelly. and it didnt make sense anymore.
I am a big fan of slay the spire, so enjoyed the familiarity!
The graphics were good, Music was nice for the duration. I liked the island art and the boat. If the chest was the same style as the island, would have been lovely.
I found the chaos mechanic originally interesting and thought it work well, but the more I played it (I got turned to jellymancer very often), the less fun it became as it was just dragging and dropping and hoping for the best. Maybe if we could still see the card cost or if changed the card effect it could have been more interesting.
Impressive for 48 hours!
Heyy! Overall the game is fun. Originality is slayed by the spire but still it's a good implementation overall.
I didn't understand how I transform to Jellymancer, it felt so random. Maybe it's really random? :P
And I think bringing the chaos theme in like that is a great idea but I didn't like the cards being random in Jellymancer mode. It becomes a drag and drop and watch the result game because you cannot strategize anymore.
I often get to a point that enemy kept healing himself and I couldn't kill him, he couldn't kill me either. Well, balance issues are quite welcome in jam games I guess. :)
Good job and thank you for the entry!
Was mostly fun playing through, but it felt almost a bit too comfortable if that makes any sense? I'd have preferred a bit more risk-taking with the game mechanics is what I'm saying. (Maybe you planned this but ran out of time?)
I really enjoyed the art. Sound effects where also neat. I'd just whish that the 'ow!' after you already scored a successful hit (and the SFX for was already played) was a bit snappier, now it takes the opponents a full second or so to realize they've been hit :-D
It was mostly a smooth (and complete, you got a lot in there) experience, which is why it's a bit odd that it ends so abruptly. In fact, I don't think you can tell the difference between winning and losing? In my first run.1., I beat the boss (I think) becasue when I dragged a card on his jelly-jar head, the game put me back in the main menu. I thought maybe I can tell if I've won if I saw what the loss screen was like, but losing also dumps you back into the menu.
I think the '???' effect was … something. I get what you're going for, but it takes away (almost) all of your strategic options and doens't make things that more chaotic. Also your avatar becomes the Jellymancer … which is suitably chaotic I suppose, especially if you fight them :-)
1.] Which I at first thought was incredibly lucky, but the map does stay the same, and there's just a route you can take where you can go 'fight -> chest -> chest -> campfire -> fight -> boss' .. I did take 'Keel' in both cases though.
Though game looks good, but.. I didn't seem entirely to understand how to play it.
Many things are unobvious: the thing you need to drag the card onto enemy..; or when you open a treasure you guessing you got all of stuff, but actually you need to click at only one to get it.. . Or there is a lemon card which is hard to understand where to use.. And why my hero loses life when I click next button…
It's really hard to play as for me, sorry ;D
Hey, I likes those graphics a lot! There's a title title screen too, and some nice music.
It took me some time to understand how the combat mechanism works, and I was somewhat disapointed to understand that I did not have a reusable deck, but that cards were consumed (I guess).
Also enemies health evolution rules were not very clear. I get that they regenerated some during their rounds (or did they use lemons?), but sometimes it dropped too.
Well, nice idea and realization anyway!
Big fan of the genre! Clear "Slay the Spire" influance.
It was a big task a not everything works as much as it should.
The chaotic element of the game is a bit too chaotic.
Chaos is good, but in a game where strategy is the main thing it's goes againt's the game the fact that we have no control over the chaos.
I found that the "restart" doesn't work too well, namely that starting a new game will let us continue where we ended the first.