Hyperchondriac
Only those who have suffered can reach heaven. Repent for your sins in this deckbuilding roguelike where you collect diseases and kill gods.
Potions:
* Red: Visit a normal enemy.
* Purple: Visit an elite.
* Green: Visit a creature that heals you.
* Black: Visit a creature that lets you remove cards from your deck.
Kill 3 elites and become forever holy.
Space to draw, Mouse to play cards. Hold Alt while hovering over cards to inspect them.
Q: Help
A: Build a deck to defeat enemies and gain more cards. You draw 5 cards in your opening hand, but drawing more cards costs health (this is the "Draw Cost"). Different enemies have different draw costs and abilities.
Q: What are the keywords?
A:
* Rage: Damage to enemies is increased by your Rage.
* Frailty: Damage to you is increased by your Frailty.
* Thirst: Draw cost (the HP you pay to draw a card) is increased by your Thirst
* Judgment: Ticks down every time you draw a card. When this hits 0, the enemy dies.
* Scab: Can be activated by certain cards to deal massive damage to enemies.
Q: How do I win?
A: Kill 3 elite enemies.
Q: Wow this is really balanced and definitely not unbelievably difficult.
A: Why thank you!
* Zeq: Art, Programming (https://zeq.itch.io)
* drewhead118: Composer, SFX, Programming
* MilkWine: Programming
* snail: Programming, Art, Game Design
https://www.1001fonts.com/bad-opinion-demo-font.html
https://www.1001fonts.com/gondens-demo-font.html
https://www.1001fonts.com/chalk-board-font.html
Potions:
* Red: Visit a normal enemy.
* Purple: Visit an elite.
* Green: Visit a creature that heals you.
* Black: Visit a creature that lets you remove cards from your deck.
Kill 3 elites and become forever holy.
Space to draw, Mouse to play cards. Hold Alt while hovering over cards to inspect them.
Q: Help
A: Build a deck to defeat enemies and gain more cards. You draw 5 cards in your opening hand, but drawing more cards costs health (this is the "Draw Cost"). Different enemies have different draw costs and abilities.
Q: What are the keywords?
A:
* Rage: Damage to enemies is increased by your Rage.
* Frailty: Damage to you is increased by your Frailty.
* Thirst: Draw cost (the HP you pay to draw a card) is increased by your Thirst
* Judgment: Ticks down every time you draw a card. When this hits 0, the enemy dies.
* Scab: Can be activated by certain cards to deal massive damage to enemies.
Q: How do I win?
A: Kill 3 elite enemies.
Q: Wow this is really balanced and definitely not unbelievably difficult.
A: Why thank you!
* Zeq: Art, Programming (https://zeq.itch.io)
* drewhead118: Composer, SFX, Programming
* MilkWine: Programming
* snail: Programming, Art, Game Design
Resources used:
* Nue Deck - https://assetstore.unity.com/packages/templates/systems/nue-deck-roguelike-card-game-template-221223Fonts:
https://www.dafont.com/headliner-no-45.fonthttps://www.1001fonts.com/bad-opinion-demo-font.html
https://www.1001fonts.com/gondens-demo-font.html
https://www.1001fonts.com/chalk-board-font.html
Tools: Unity



Comments39
All that being said, playing the game was still pretty hard to follow. Almost every card does some kind of multiple chain, with the information displayed on what they do only after you pick the card, so following along and really understanding definitely takes a few runs. Even the deck I won with, half the time I'm just like "ok, something happened and I don't remember or know why, but it's working so :shrug: .
Neat submission! You are clearly enjoyers of deck building games, and have created something with a lot of very neat ideas that I have not seen explored elsewhere. Very good work!
Like in Slay the Spire, there are also many cards that inflict negative effects, but it's interesting to make this a core theme and mechanic.
@ckane144 : I love Inscryption! Definitely a huge influence
@t-c : You're the first known person to have actually beaten the game, none of us (the developers) have. Appreciate your very well-thought-out feedback, finding some way to communicate all the different systems to people was definitely a challenge. Also yes, we love deckbuilders here :) Thank you for playing!!
@314owen : Appreciate the feedback, we'll take a look at the fullscreen issue
I had some problems with picking the path, for some reason clicking zone was a bit below the text, but other than that it's a nice concept for a solo card game! Would be fun to see it more polished and with more graphics and effects! Just... maybe not for the Dysentery. :joy:
jokes aside, some really good ideas (it's already been mentionned but the way you guys did the healing and purge is pretty smart), good variety of cards and illustrations, and most importantly I thought it was really well balanced but idk, maybe I just got lucky.
A shame that it's missing the in-game effect explanations though, I know its on the page but there was an explanation at some point on the top right and it would've made everything feel more cohesive if it was the case for all effects, all the time, slay-the-spire style. Also, I felt encephalatis and smallpox would work better as normal cards and not as On Draw cards, as they are both bonuses and it takes away some small strategies like pumping your strength before using encephalitis to deal nuke damage. (Maybe it's a balance decision?) Finally, the presentation could've used some more work (like replacing the default fonts), but I realize considering the work done that you probably ran out of time to do that :sweat_smile: no biggie.
Good stuff :)
edit:nvm the effect displays works, altough its a bit finnicky, no idea how I missed that on my run
It's fun, but some of effect (like Pox) cannot be resolved normally?
Edit : oh, and the music is awesome :ok_hand:
The mechanics were a bit confusing at first and required some time to get used to. I ended up going for a rage build and just one-shotting enemies haha.
Some cards I didn't see a reason to ever pick as they seemed to just cause some negative effect, but maybe you could combine them in a good way somehow? I just didn't see how.
I had a good time!
Great job!
Edit - just realized my sound output was going to the wrong speaker lol, replayed, music sounds great :laughing:
Given the time constraint of the jam, I think you went for too many keywords and card effects. Imo it would have been better to have less of them, but focus on making them easier to understand in a few minutes. This said, outside of a jam context it's cool to have a lot of diversity.
Great work!