Yeah thats fair, the combat did work on my computer but something must have broke between the build upload with it being webGL and on editor (I have little experience with webGL and I didn't end up with much time at the end to test it which was also my bad on time management), I actually am only now hearing it is broken so I was a little confused when I read the post until I went back and took a look.
I can say cards are in the game, that was the broken attack mechanic, the idea was you press space and depending on what weapons you have, will decide what cards you have access to (your deck is decided by what weapons you have and selecting one allows you to select what enemies to select which then works like standard RPG rules), it actually even had title text, descriptions, and art as well as functional AoE and stun mechanics, but I guess ScriptableObjects don't work on the web for some reason? Again I have no clue, I assume it is a webGL issue I am too inexperienced on to have an opinion on at this time.
On the movement stuff, I immediately realised what is happening there, I didn't consider if a tile is consider impossible to move on if a wall is on it, making a wall sprite that looks small and then designing a room around it as if you could move around the wall is likely bad design decisions. Again I sort of wish I had given more time to consider such things and actually test it rather than trying to add as much as I did and not focusing as much on the core mechanics. I supposed starting the jam halfway likely didn't help but I certainly could have managed my time a little better.
Sound effects and music got cut for the same reason, nothing much to say there either.
Overall I am sad I couldn't deliver the experience I envisioned in my head but it is what it is. I was simply too ambitious for the time I had and tried to add way more than I needed thinking way too big for the goal of the jam which is the biggest lesson I learned from this experience. Thank you for checking out the game regardless.





