Thank you so much, this is incredibly kind! So the raycasting engine was actually done prior to the jam start. Per the rules you could get that ready in advance due to the specific nature of dungeon crawler movement. So specifically everything I built during the jam was the card combat system, enemy AI, and the main menu. Still a LOT of work and honestly I don’t think the card system is as good or as fun as it could be yet, but that’s part of the magic of jams: you can’t sit there and mull over every detail, you just have to pick something and go with it.
As for the art: the level textures were from a scrapped 16x16 tileset I’d made for a top-down game that just happened to fit perfectly, and most of the card art was kitbashed from icon packs I’ve purchased over the years. The music and the itch page capsule art were also pulled from that same scrapped project, so I’m really glad all those pieces came together into something that feels cohesive!
I am actually working to turn this into a full Steam release! Part of the reason I joined this jam was to give myself an excuse to try out the idea, and I think it’s mostly resonated the way I was hoping. The head bobbing note is totally fair, I’ll definitely add a toggle for that, as well as probably a low motion mode that snaps you to the tiles instead of smoothly moving and rotating between them.