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A jam submission

Get Well SoonView game page

A deck-building roguelike
Submitted by gridbugs — 1 day, 10 hours before the deadline
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Get Well Soon's page


CriteriaRankScore*Raw Score

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • Beautiful to look at with great lighting. I love the nice 3/4 perspective effect on the walls made using extended characters. The gameplay is quite good, with situations that require careful play to navigate. Interesting decisions have to be made in regards to card usage, and even some of the so called 'cursed cards' can become useful at times. This is a fine entry and the author(s) should be very proud of their work!

  • Very impressive!  A clever twist, executed in a comprehensible and balanced way.  It felt really good to learn the systems and tricks.

  • I think that the visuals of Get Well Soon, while subtle, are some of its strongest points. I am a real sucker for ascii-plus-shading (a technique I always associate with brogue) and that is well done here. Additionally, the change in tile sets and map generation as you get deeper in the dungeon is just enough to feel different and interesting, without being distracting. I also think the visual design of noting enemies’ directions, health, and projectiles is well done and communicates clearly. I think the grid size might be a touch small, and the initial vision range a touch short, the maps a bit too large, but those are tweaks to details on a very solid base.

    Really, this whole game hinges on the card-based system and there are, I think, successes and challenges with it. On the positive end, the cards are all well implemented and clearly explained. Blink blinks you. Smash smashes enemies. Block makes a wall, etc. And the mechanisms for getting more cards or removing bad ones (at random shrines) feels good. However, there are some fundamental parts of the card system that are either imbalanced or under-developed. The biggest issue I see is that movement costs the same energy that cards do. Given the size of the map, then, it was a frequent occurrence that I would have to walk down a long hall, and doing so would run me entirely out of energy, discarding my hand. In addition, the relationship between spent, wasted, and burned is pretty fiddly while also not having much effect on gameplay. That complexity might be skipped in favor of coming up with a more functional mechanic for how and when your hand exhausts or replenishes.

    There is another game in this year’s jam that uses a similar card mechanic (Battle Weary) that I believe indicates one way this game could be revised: have the player start with a far more “bread and butter” deck of cards – simple attacks and simple healing, and let the teleporting and trap generation and zapping be the cards you unlock at shrines. And finally, I would consider whether adding an incentive for killing enemies might change the rhythm of gameplay.  As it currently stands, with energy costs and few effective attack cards, I often found it the best strategy to just run around, kiting enemies, looking for the stairs. If enemies dropped health or cards on defeat, it would really ramp up the risk-reward in the game.

Successful or Incomplete?


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Jam JudgeSubmitted

I love the lighting effects on this one -- the presentation is nice and clean, and there feels like just enough variety with the enemy design. There are clear and obvious differences between the three enemies I encountered, and the capital/lowercase to health symbolism was super clear.

I also really like the idea of the card mechanic defining your spells and special moves. However, during my playthroughs, I had a pretty bad experience actually using them. Because the maps are so large, and because movement costs power, I ended up burning through all my cards, most of them unused, long before I found the stairways or encountered all the relevant enemies. This, combined with the fact that many of the cards are pretty low impact, meant that I ended up paying WAY more attention to just moving around the map than I did using the cards. Honestly, I would LOVE to see what this game looks like if movement doesn't cost power. I think it would be a easy way to let the cards and their abilities shine.

Thanks for making it!


Thanks for the suggestion! I'll try it out.