Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

Calamity SanctuaryView game page

Roguelite inspired by Battle Network.
Submitted by videogreg93 — 2 days, 11 hours before the deadline
Add to collection

Play game

Calamity Sanctuary's itch.io page

Leave a comment

Log in with itch.io to leave a comment.

Comments

Wow a lot going on and its fast. If you want it to be that fast then right on but I would consider slowing it down, especially in the beginning for new players(and new to the genre) to pick up. The controls were a bit strange, but it could be managed once you got used to trying to dodge everything and use whatever card was in your selector. It had a good variety of enemies that made each encounter fresh and the cards themselves were cool and different. Have you considered having a character selection where each character has a different starting deck? Good submission nevertheless :)

Developer(+1)

Thanks for playing! Character selection is already planned, and you suggesting it just confirms it's a good idea, but I'm waiting until the gameplay loop is tighter before working on another character, though I already have 2 character ideas.

I agree things start out a bit too fast, but I'm hoping new players don't give up after dieing once or twice while learning. I'm still trying to find the right balance between hectic fast paced action and being able to strategize. Thanks for the feedback!

I liked the subtle touches to your influences with all the Battle Network sprites. 

Had a fun time, once I got to grips with things. I am however, slow and my hands are full of mealworms, so it's probably fun. Nice pacing, card variety, nice successor to Battle Network that kicks up the pacing a notch without sacrificing the more tactical edge. 

Just be careful not to fall into the same trap of "this entire dungeon will have one ground tile and you'll like it".

Developer

Thanks for the feedback! A couple of people have pointed out the boring overworld sprites, I might have to work on those soon.

Is there a way to remap keys? I didn't find a way in the options. If not, the game has one glaring issue for non-american players with layouts such as QWERTZ.

Having the Z key on the other side of the keyboard is making the game mostly unplayable for me.

Developer (1 edit)

ugh sorry about that haven't gotten around to implementing remapping. Didn't think there would be many people with AZERTY or whatever here. I'll make sure to get that done before the next demo day.

Submitted

It took me a little while to understand wtf is going on, but thats probably because i haven't played Battle Network.

core gameplay is good. i like the deck building elements - the game feels fast paced while also offering strategic depth. good stuff. i can't really offer any advice as to specific details or balance because these kinda games are a little out of my depth, but i just wanted you to know it feels nice and satisfying at a baseline.

i don't know if there are more levels outside the starting area on the blue tiles with checkerboard background, but i think fleshing out your world design is gonna make this into something that really pops

Developer

Thanks for playing! I might keep the checkered abstract assets for a "digital" level but eventually the idea is to have better themed levels e.g. Forest, Mountain, etc. so I think you're right about needing levels that "pop" more.

Submitted

Calamity Sanctuary:

Scavenger + copy + heal 50 is busted good. This game has a pretty steep learning curve, and I appreciate the fact the the demo edition lets you just keep playing. There is a big variety of enemies, and the mechanics are varied and pretty deep from what I can tell at my primitive skill level. The combination of real time dodging with cards is innovative, its a bit hard to follow the UI, and maybe it’s just my screen resolution, but I can’t read the cards in combat. 

The frogs are bugged too, if a tile in the far back (on the red side) is blocked by a wasp or something else, they just glitch around like their pathing is failing to update and reverting them all over the place.

I had some good fun with this, abusing the card mechanics, keep it up, clean the hit detecting just a little, and you’ve got a fun game. 

Developer

Thanks man appreciate the feedback! I think healing cards are pretty overpowered, will probably try a combination of making them rarer, making them cost more or have a drawback like 1 use per fight (or maybe per game even).


I thought I had fixed the frogs but doesn't seem like it will look more into it.


What's your screen resolution? Also did you try holding down 'c' to better read the cards? I'm still trying to find the sweet spot of between totally real-time yet letting players read their cards and make decisions.


Once again thanks for playing!