Documentation


After eight weeks of work, Cartomancer-for-hire has come to a point fairly close to what I'd set out in the original concept post.

The board layout was changed from the original, more decorated design to a simple grid in the first few weeks because the original design was hard for players to process, and very strange mathematically. 

The mechanic for death also changed - originally, being unable to pay the daily fee was an instant game over. However, part of my design was to add as many chances to escape a loss as possible, so I replaced this with the removal of the teleport crystal, meaning players could keep running the dungeon and get their crystal back if they managed to stay alive.


There was one big take-away from the testing session, which was the need for a tutorial.

Aside from adding this, the feedback was stumped by nobody making it very far into the game before running out of time (A consequence of the lack of a tutorial). One other piece of feedback was to add descriptions to the cards on hover, which I would have liked to do but for a lack of time.


Asset list:

- Cards and CardsAlt: contain the sprites for all of the cards. CardsAlt has unimplemented variants which are more color-blind friendly.

- Board, Deck, CardShop, Supplies, Ledger, Inv, ManaFull, EmptyHealth, UI, UITop, EnemyIndicator, PriceTag, EnemyHealth, and CardModifiers are all UI elements

- Blade and Arrows are buttons

- ShopItems contains the icons for items

- Enemies contains all of the enemies

- AttackAnim and DamageIndicator are both used for effects

- BeamH, BeamV, and cardBorderActive are all unimplemented


-5x3numFont, 8-bit HUD, squarshed, and Alagard are fonts by myself, Seba Perez, Guywah, and Hewett Tsoi respectively


- Attack Swoop plays on Enemy Attack

- Board Ratchet plays when moving the boards around in the dungeon

- Bomb plays when a bomb explodes

- Dead Skelly plays on the death of a skeleton

- DeckBuilder plays when the player enters the card shop

- Deflect plays when the player deflects damage

- Gold pouch plays when the player spends money or sells an item

- Powder die accompanies the deaths of priests and ghosts

- Shield give is played when a knight gives an enemy a shield

- Shop plays when the player enters the item shop

- Teleport plays if the player dies and is sent back aboveground


- The dungeon music parts are played with Intro first, then 1-13 on loop. Dungeon_End and Dungeon_Lowthreat are queued to be played after the final enemy and between enemies, respectively

- The town music begins with Town_intro, then loops Town_Main indefinitely


All of those but the fonts - credited above - are my own work.

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