Blind Dungeon

You got the cards.. but what do they do?

(Due to real life issues, this is somewhat unfinished and unbalanced. Sorry!)

Powered by Godot
Music by me, using Marabu
Graphics by me, using Krita

Voting results


This game entered in the Solo competition (45 entries).

Comments (8)

Caique Assis
(@caiqueassis) • a year ago


The art was superb! I was only confused on what were those little round things on the left. I only discovered it was my HP when it was too late! Maybe some sound or visual feedback of when I got hit would be good, but for a 48h game jam, it's pretty ok :)

a year ago

I like the idea of discovering what each card do :) As Caique pointed, is not clear what the points on the left are. Anyway, the concept is great, you aplied the theme in a very smart way :)

a year ago

A fellow Godot dev, excellent :D

Wonderful style and engaging gameplay, I really like the work you made. The only problem I have is that it is kinda confusing to understand what is going on exactly.

Just a note: it seems there was a problem with the linux export since the data pack is missing and there is only the executable. I had to run the win version through wine. Just a heads up!

a year ago

@fullmontis: Thanks for the heads up! Updated the Linux version to include the pack.

a year ago

very neat iteration on solitare! and the art was superb!

a year ago

The concept is really great and I love the art. Would be awesome to see this more fleshed out. :)

Antti Haavikko
(@anttihaavikko) • a year ago

It's a bit too random. Instead of throwing everything at the player straight from the start, could have made it a bit more gradual like having just a few monster types in the beginning (and maybe even just one or two of them at the same time) and same for cards. Would have made actually getting to know the cards and monsters more possible. And even after learning the card/monster combos a bit (I think at least), you could quite easily just get screwed by the RNG.

The card drop areas could have been bigger. I mean, the is no need to have empty non-drop space between the monsters. The arrow you had there was there for a reason.

Art was nice. The simple "idle" animation on monsters worked well. Such a thing is very quick and easy to add and makes a big difference in the look/feel of the game. You could of had just more of those for cards and UI elements etc. And adding simple visual/audio effects would have made those meh and "THE CARD WAS SUPER EFFECTIVE" moments more distinguishable. The cards could of had at least a dark shadow or outline, now it was white on white which just doesn't work.

Good job!

a year ago

The idea is sound and the result, as a foundation for something bigger, solid indeed. Those pesky real life issues are most unfortunate at times like these.

The graphics are pleasing to the eye, stark contrast helps. A fullscreen option would have been great. Music fits, but does get tiresome after a while.

Another thing that gets tiresome is the interactivity! First figure out which cards heal and then there is no danger at all anymore. Some cards are even super effective so after a while you are one-shotting nearly every foe!

To be honest the white balls did distract me too! I thought they had to be destroyed before the enemies destroyed me, choosing which ones to target with each card. That worked out about as well as you can imagine.

There's a lot of potential here for a dungeon crawler with interesting card combinatory action. Throw in more varied enemies who fight in groups and this here is a winner. Right now less so, but a good effort nonetheless.

Overall: 5 (Average)
Graphics: 7 (Good)
Audio: * 5 (Average)*
Gameplay:* 3 (Bad)*
Originality: * 5 (Average)*
Theme: 6 (Above average)

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You got the cards.. but what do they do?