Dive into the abyss

Dive into the abyss

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overall: 3.94
fun: 3.90
innovation: 3.90
theme: 3.86
graphics: 4.24
humor: 3.00
mood: 3.76
You drive this submarine to the mysterious abyss, to find the legendary treasure. However, the monsters in the abyss are trying to tear you to pieces, and you must be brave enough to fight them in close quarters.As you dive deeper, the environment is getting darker and the monsters are getting stronger.
Before each battle you have to take a deep breath, which will help you get more oxygen cards and go deeper. As the saying goes, the deeper you breathe, the deeper you can reach.

The rules of the game came to me suddenly. As the game was gradually completed, I realized that the rules of this game is really interesting. However due to time I wasn't able to make a lot of fantastic skills and monsters, but I'd love to briefly introduce them here (if you haven't played it yet, you should experience it first)

Each turn you can draw 5 cards, but you can only use one. Like this attack card, it can deal 4 points of damage.

Some cards look weak such as the Quick fist which only deal two points of damage, but it allows you to use another card.
After using this card, you can still using some defense Cards. Imagine you are fighting, you suddenly punch the enemy and then quickly run away, which allows you to defend but you can not continue attacking

Most cards only allow you to use extra non-attack cards, which makes the opportunity to use attack cards very precious, however this card is able to use extra cards of any kind. This card itself is not an attack card, which means when you only allowed to use defense cards, you can continue to use attack cards after using this card. As the card description, you adjust your stance.

This Punching combo is also interesting,it can use any card just like the adjust stance card. The difference is that it is an attack card. In other words, it cannot be used as a conversion stance, but it can be the first card you use so that you can continuous use attack cards.

Also in the design but not implemented is Pistol. You get six temporary bullet cards after using the pistol cards, each of which allow you to use another bullet card. This means that if you are very lucky to draw 5 bullets, you can fire 5 shots in one turn, but if you only draw one bullet, you will need to think about whether to fire or not.

Monster cards are also very interesting. The blood of the monsters directly affects their actions, as they are two sides of the same card. A monster's blood is determined by the number of cards in the monster stack. When you deal a certain amount of damage to a monster, remove an equal number of cards from the monster pile and place them next to it in reverse. the card at the top of the second stack is used when the monster acts.
The snail monster, for example, Most of its life cards are shell cards that do no damage, but when the snail is near death, his last few cards are the bite, so players need to be prepared to defeat the snail in one turn to avoid taking damage.

This is only the simplest use, more complex is how the monster returns blood, which means adding extra cards to the life stack.
Jellyfish, for example, adds powerful attack cards. This means that the jellyfish not only regained blood, but also made a power-up attack. And this attack can be avoided by player by dealing enough damage

More interesting is one of the final boss. He has a recover card that adds five cards to the pile, and each of these five cards is the same recovery card. If the player fails to deal more than five points of damage in the turn, the boss will continue to recover five cards, and this process will repeat itself over and over again, making it very difficult to defeat

Of course, there are more interesting ways to play. For example, monsters can deliberately reduce their life to release powerful attacks early, monsters can add a second stage card to the bottom of their stack, and players can deal enough damage to jump over the monster's second stage. To complicate things even more, if there are multiple monsters on the field and they can add cards to each other, or they can merge and mix each other's stacks together... The scene is beyond fun!

This is the second game I made, and the first time I finished a complete game.At the end, I would like to thank my teammates who helped me to make the beautiful graphics, water ripple effects, and collect sound materials. Without their help this game would not have been complete. I was going to make a nice ending and put their names on it, but I ran out of time at the moment.(Now added

I think this card game has a lot of potential, and there are a lot of fun things I didn't get to play. I will continue to develop this game, so if you are also interested in this game feel free to contact me. my email is [email protected]

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After two days, I finally recovered from exhausted. My teammates told me that there were some bugs in the game, so I made a small fix, most of them were wrong card text descriptions, and bugs about restarting the game and some display order errors, etc. Here is the list of fixes.

Right click on the deep sea card pile will not cause the game crash

Fix the text descriptions of punch combo and Adjust Stance

Monster cards will not appear in filped state

Crossbows will not fail to reverse

Fixed incorrect delay when drawing cards

Card number counter will not be covered

Monster piles do not initialize incorrectly

Cards will no longer move to the wrong position

Damage is dealt normally at the beginning of the round

Added a more obvious tutorial

Added a thanks list at the end
Found a bug?
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