Hey, thanks! I totally forgot about the jokers. Might draw them later
Jorel
Creator of
Recent community posts
Hey, thanks! Always glad when people seem to recognize me from my previous entries :)
Besides health constantly decaying as the game's main mechanic, I tried to weave the theme into the game aesthetics and setting (with the green-ish color palette, apocalyptic-esque world, etc), but I had little time to include some sort of story-telling to sell the theme a bit better
Hey, thanks! Co-op is such a good idea, I'll keep that in mind if I ever do a future update, great shout-out :)
Also, it's so funny you died trying to free the other strung-up guy because it was meant to be interactable (you'd be able to break the chains around them and they would fall into the pit) but I ran out of time. I decided to leave it there as a bit of visual story-telling.
Good job! The sound design especially is very good
I have some advice: the first time you load and instantiate something in your game, it can cause lag spikes or even freezing. Next time, you can make a script that instanciates all your particles, enemies, etc at the start of the game and deletes all of them to avoid that.
I'm glad you had fun :)
I considered limiting item triggers per turn, but my first idea was to have enemies have triggers as well (reactions) to counter specific player builds. I decided to cut this feature to focus on other aspects, but I'll try it out later to see how the game feels.
My main goal was for the player to need to become unbeatable to beat the final rooms, but as the game stands enemies have no way to counter infinite (or almost infinite) builds.
Hey! To target enemies you just need to click them - a red arrow will appear next to their health bar to indicate they are the current target - but you need to have items that work together to deal damage.
Your starting item every run deals damage every other time you reroll a number, so that is your primary source of damage early game.










