Sword & Feelings is a little deck-building auto-battler game where you have to fight against bad emotions!
Every day new bad emotions arrive for you to fight, but you also get stronger!
And then... well... one day you may be ready to confront that inevitable problem in your life that you've been delaying (you know what I'm talking about).
INSTRUCTIONS - Play your cards on the battlefield to summon the correspondent emotion, your character will fight automatically. - When a certain number of emotions have been defeated you may finish the day to reagin health and level up. - At the end of every day you will have to choose a new bad emotion to add yo tour deck. - You win when you defeat The Inevitable - prepare for a tough battle!
I absolutely love the art style of this! I'm a bit confused what the sword on the enemy cards means because I thought that was how much damage they would do every hit? I also wish I could see my stats, like how much my chance to critical is, or how much damage I'm going to deal. I put on some relaxing music in the background and played 5 runs before I beat it. I really like games where it takes a couple times to beat because then I have to learn more of the mechanics and use them to the best of my ability. I think it was mainly luck that I won on my last run because I got 2 life drain level ups and then +1 Speed and +1 Damage also so I would gain health from every enemy I fought. So I took on The Inevitable with 104 HP. It was an intense battle but I finally won!
I really enjoyed your entry and hopefully you make a game next jam in October! :smile:
I liked how you turned the theme into a twist on the Loop Hero formula. Each enemy's behaviour really matches the corresponding emotion. I will also join the others in saying that your artstyle is genuinely superb.
me figuring out this game: Anxiety, Worry, Fear, Doubt, Anger
I did beat the inevitable after a few tries,,, and some good rng with lifedrain +3 and speeds, and there's a certain meta charm to the line "some of our toughest battles are internal" because hoo boy, i sure did lmao i kept going "damage no match the numbers????"
I love this game! The concept is great, art style is amazing and the really fun to play! After writing this review I'll keep playing until I defeat The Inevitable! I think that adding some music and sounds would make it even better. Also, I'd like to be able to see my stats. But besides that, amazing game! Keep it up ^^
A really good concept. If you have the drive to make something more of this, I'd really love to see this as a more fully fledged post-jam game. Something with a story, a more intricate levelling system, and maybe some minor control over the main character (perhaps items or something that can be acquired between combats). :thumbsup:
The "choose your enemy" approach was interesting and gelled really well with the idea of the combat being a metaphor for fighting back your fears before they can consume you.
Definitely needed some music and sound effects. The art was great (the main character gave me a real "Raft Wars" vibe for some reason) and really evocative, but it was let down a little by the utter silence I ended up playing in! :sweat_smile:
Great work--like I said, I'd be interested in seeing more, if it's something that you want to pursue further! :grin:
This was such a fun game! I loved the art style, the GUI had good UX, and there is a fair amount of strategy. It felt like an auto-battler version of Slay the Spire; what an interesting take! I played this through multiple times (which is rare!) to figure out how to win. My constructive feedback is that the upgrades are not balanced, (there are definitely superior choices)- I would have liked more variety in strategy, but that is totally understandable for a game jam entry! Well done!
Cool game, and I love the art! The gameplay is fun too - seems pretty polished. I played a couple runs, but couldn't beat it. On my second run I got to the point of needing to defeat 9 feelings, and has exactly 9 in the deck, including the inevitable. Unfortunately it was still a loss, even fighting it at the beginning before taking any daily damage. I guess it takes a certain combo of levelup choices for a good build. Nothing wrong with that.
I _did_ wish that the player health indicator included max health. That, and some indication of how much you'd heal at night - I couldn't really judge if the "heal more" sleep choice would ever be a good pick.
Adding music and audio effects would be a huge boost too. But even without them you've done a great job!
Took me two play-throughs to defeat the Inevitable. Graphics are really nice. Had to infer quite a bit about the mechanics, but I think that's fine. Though seeing the stats (and speed) on new card additions would be very helpful.
Really cool game. The idea and graphics are great. The only thing was about the stats of the cards. I really didn't understand what the sword means: is it attack speed, attack damage or DPS? This misunderstanding was at the peak when I summoned "Anger" and instead dealing lots of damage, it dealt lots of attack with 1 damage. But still, that's a great entry for jam!
Also made a fun of screenshot what I got on first level up screen!
Fantastic work! I lost my first time through, but on my second playthrough I was able to stack attack speed and lifesteal. Kinda felt like cheating, but I was proud that it worked!
I liked that you kept drawing The Inevitable in your hand before you were strong enough to beat it. It helped drive the theme home. If there had been a way to opt into draw extra cards to _avoid_ fighting the boss, it would have really punched up the theme tie-in even more.
Really lovely art and animations! Like the others, I would prefer to see the actual values related to the daily gains. I played through several times, and Lifesteal seems to be the only way to win (as far as I can tell). So I abandoned most runs if I didn't get it early enough, since a winning run altimately seemed to come down to RNG. Regardless, a top notch entry (compo even!). Greatjob!
Really lovely art and animations! Like the others, I would prefer to see the actual values related to the daily gains. I played through several times, and Lifesteal seems to be the only way to win (as far as I can tell). So I abandoned most runs if I didn't get it early enough, since a winning run altimately seemed to come down to RNG. Regardless, a top notch entry (compo even!). Greatjob!
I really liked it. Bummer there is 0 audio. Even quick bleeps and bloops might have helped. But everything else about it is so polished I understand why there wasn't time.
Art was great, the feel was great, and just having that card in your deck from the beginning was great. While it was a bit easy, I think that fits the feel of the game being inspirational.
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Comments22
Love the art!
I think you should be able to see the card values when adding a new card to your deck.
There should be an incentive to choose stronger emotions when adding to your deck and fighting.
I really enjoyed your entry and hopefully you make a game next jam in October! :smile:
And I was not disappointed, you did a really good job.
I did beat the inevitable after a few tries,,, and some good rng with lifedrain +3 and speeds, and there's a certain meta charm to the line "some of our toughest battles are internal" because hoo boy, i sure did lmao i kept going "damage no match the numbers????"
graphics and visual feedback \*chef's kiss\*
The "choose your enemy" approach was interesting and gelled really well with the idea of the combat being a metaphor for fighting back your fears before they can consume you.
Definitely needed some music and sound effects. The art was great (the main character gave me a real "Raft Wars" vibe for some reason) and really evocative, but it was let down a little by the utter silence I ended up playing in! :sweat_smile:
Great work--like I said, I'd be interested in seeing more, if it's something that you want to pursue further! :grin:
I _did_ wish that the player health indicator included max health. That, and some indication of how much you'd heal at night - I couldn't really judge if the "heal more" sleep choice would ever be a good pick.
Adding music and audio effects would be a huge boost too. But even without them you've done a great job!
Obviously, I couldn't get through the inevitable ^^
I would have really liked to have sound :D
Also made a fun of screenshot what I got on first level up screen!
I liked that you kept drawing The Inevitable in your hand before you were strong enough to beat it. It helped drive the theme home. If there had been a way to opt into draw extra cards to _avoid_ fighting the boss, it would have really punched up the theme tie-in even more.
Like the others, I would prefer to see the actual values related to the daily gains. I played through several times, and Lifesteal seems to be the only way to win (as far as I can tell). So I abandoned most runs if I didn't get it early enough, since a winning run altimately seemed to come down to RNG.
Regardless, a top notch entry (compo even!). Greatjob!
Like the others, I would prefer to see the actual values related to the daily gains. I played through several times, and Lifesteal seems to be the only way to win (as far as I can tell). So I abandoned most runs if I didn't get it early enough, since a winning run altimately seemed to come down to RNG.
Regardless, a top notch entry (compo even!). Greatjob!
Art was great, the feel was great, and just having that card in your deck from the beginning was great. While it was a bit easy, I think that fits the feel of the game being inspirational.
Really well done, this is one of my favorites.