Wyrm's Wrath
Wyrm's Wrath
The Wyrm is dead, but an egg remains...
The Rogue who now calls himself King of the Dungeon has stolen the Chalice.
Grow, explore, ascend, and find his Palace, and retrieve your birthright.
Wyrm's Wrath is a deck-building roguelike. Each turn you can:
- play any number of fast cards
- then play a slow card
- or redraw your hand
- or move
You can kill enemies by damaging them with card abilities, or you can simply move into their space, instantly eating them.
To win, explore each level to find the stairs, and reach the Palace on level 5. Retrieve the Chalice by eating the King, or killing him then eating the Chalice.
The Team
brightbone: composer and sound designer | YouTube | Twitter
lemunde: artist
mscottmoore: programmer and game designer | Twitter | Blog | Also making Reflector: Laser Defense
Attention 7DRL Judges
We have continued making some bug fixes and balance changes after the 7 day jam window. We is a full list of the changes from the original release:
1.0.1:
- Fixed slime bombs not exploding
1.0.2:
- Fixed typo in introductory text
1.1.0:
- Hexes next to player now always visible, even a wall would otherwise block sight
- Added particle effect for slime explosion
- Fix: some card text not centered in Chrome and related browsers
- Re-implemented Charge so it doesn't confusingly give the player Slime Walk
- Revised Growth card description
- Fix: Open Your Mind can draw itself
- Initial card unlocks now require 3 consumes instead of 1
- Buff Elegance; it now draws a card after removing one
1.2.0
- New: hover over hexes to see contents (or press shift + direction)
- New: added Size to player status section
- Buff Vomit; it now poisons in addition to its previous abilities
- Buff Crystalize; it now paralyzes in addition to its previous abilities
- Fix: the King does not drop the Chalice on death, preventing victory in some situations
- Fix: various typos in descriptions and log messages
- Fix: not running various minor game systems after the player plays a fast card
You can play the original 7DRL version without the above changes at https://7drl.wyrmswrath.com.
Status | Released |
Platforms | HTML5 |
Rating | Rated 4.3 out of 5 stars (3 total ratings) |
Authors | MichaelMakesGames, Lemunde, brightbone |
Genre | Strategy, Card Game |
Made with | PixiJS |
Tags | Seven Day Roguelike Challenge, Dark Fantasy, Deck Building, Dungeon Crawler, Pixel Art, Roguelike, Tactical, Turn-based, Turn-Based Combat |
Code license | GNU General Public License v3.0 (GPL) |
Average session | About an hour |
Languages | English |
Inputs | Keyboard, Mouse |
Accessibility | Color-blind friendly |
Links | Soundtrack, Source code |
Development log
- Wyrm's Wrath 1.2 ReleasedMar 31, 2021
- Love the music but keep dying? OST now on YouTubeMar 19, 2021
- Wyrm's Wrath 1.1 ReleasedMar 19, 2021
Comments
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I really like this; however I feel like the energy economy doesn't work well.
With no indication of which direction the stairs lie, you have to explore methodically. If you happen to explore a dead end, the probability of dying on your way back is incredibly high.
Thanks for the feedback! This game was made for a game jam and I don't have any near-term plans to continue development, but if I do, I'll address this
In the meantime, a tip: the maps are roughly rectangular in shape, and the stairs tend to be in the opposite corner. Knowing this, if you run into a dead-end, you can often dig to find a different tunnel. Good luck!
thanks, I just finished the game before seeing this.
Part of my problem with the energy economy might have been that I didn't realize every card uses energy not just energy being used every turn. Which I guess is necessary, since otherwise you could just constantly move around for free by using "free your mind" and "flash".
Hey folks - this is a lovely game in so many ways, and I made a playthrough video linked below. The only problem is... I think a bug prevented me from actually winning - let me know if I did something stupid or it's real :D
Wow, really looking forward to watching the whole video! For now, I just skipped to the end to observe the bug. Looks like I introduced it when doing some final day balancing and refactoring. When the king dies, it's supposed to drop the Chalice, not a regular corpse. Then eating the Chalice triggers victory. But the King didn't drop the Chalice... (If you directly eat the king, that also counts as victory, and that works as expected.)
Fixing this is going to the top of my to-do list! Thankfully it's an easy fix, just need to change the definition of the King so it drops the Chalice when killed.
As far as I'm concerned, you can consider yourself the first official winner of Wyrm's Wrath!
Hehe yeah that's what I figured! I consider encircling the throne my win condition :D
Watched the whole run, and it was great! I'll start of by addressing some questions/bugs you encountered, and then I'd love to get your feedback on some future directions I'm considering for the game
So, the big, far-reaching change I'm considering: remove damage.
Other, less fundamental changes I'm considering:
I'd love to hear your thoughts on this, since you clearly have a good grasp of the game! And feel free to let me know if you have any other questions.
Wow, that's a lot to digest and discuss!
I guess first I need to explicitly say that it's really hard to evaluate how the game would feel without actually playing it with the changes, so my ramblings are highly theoretical. I see two things in your plan that I would mark as risks:
Regarding the enemy HP- I indeed have not noticed the enemies having armor (although I did know that they don't always die in one hit). Was there some kind of indicator of the enemy's armor and remaining HP? I think having just a single hitpoint (and no armor) on the enemies might be a better design because it removes all the complication of tracking these things (for the player more so than the dev). Although I see how this removes some cards from the pool (Strengthen, the cards about tail-adjacent damage and body-adjacent damage becoming identical, etc.), so maybe it just removes too much?
> I'll add some Slime/Crystal/Mushroom walls that when dug out, leave a consumable slime/crystal/mushroom
That sounds like a great change - not finding the stairs is sometimes frustrating if you feel like you didn't waste THAT much time on the level. I also wonder if it's possible to add a way to scroll the map off-center to see the rest of the level (you might remember that even in zoomed-out mode I still couldn't) - although one could argue that remembering the map is a skill, it's not a skill I personally find particularly fun :)
> You're the only person I know of other than myself to make it past level 2.
That's interesting - I actually reached level 3 several times (prior to the video), so that did not feel like a problem to me.
> new suit of Lava enemies, cards, and terrain ;)
The 4th tribe :exploding head:
One last thing I want to note is probably something you understand without my feedback, but good to explicitly call out regardless. In my playthrough, some cards felt next to useless, and mobility cards felt really powerful. While this will get shaken up quite a bit with all the changes you plan, the core challenge would remain: you want to offer a set of cards that are balanced in a way that every card could be viable in some build - and there should be several viable builds. Furthermore, ideally the builds should be a reaction to the game state, as opposed to just something a player can determine ahead of time and stick to. In the current version of the game, I did not get an impression that I was adapting to the game state as much as just picking what I believed "globally" best. I mean, I like the game without all of this, but if it had this quality, it would be even more replayable and deep!
Thanks for the feedback, and for reading through my big wall of text! Yeah, this is all pretty theoretical for me too. Playtesting will reveal the truth, haha.
Regarding wounds, yeah, it might end up not feeling very fun to have your deck clogged up. It works pretty well in Mage Knight (Slay the Spire still has HP, but it has other status effects as cards). Removing player health is part of the design I'm most uncertain of... I could potentially still do status effects as cards and change enemies to have 1hp, but still keep multiple hp for the player. We'll see how it works.
Currently there's no indication of enemies current health. Armor and other status effects are mentioned in the action log, but I don't expect anyone to closely read that in general. Less things to track for the player is definitely one of my motivations for single hp. I'm not too worried about removing cards... The cards in the game right now are basically the only ones I could think of during the first few days, but I've had lots of other ideas during and after the 7DRL.
That transitions into your final point about card balance. I definitely agree with you there. Flash, Open Your Mind, and some others end being pretty obvious choices most of the time. And then others are I almost never choose, though I just buffed a couple of those. It's definitely an ongoing effort. I definitely don't want any card to be automatic grab or automatic skip. I want to focus on those bigger changes above first though, since they will have a big impact on the cards.
One tangentially related change I'm considering is adding variations on the levels, that are weighted towards different enemy/card types, to give the player a bit more choice about how to build their decks. For example, you could choose between going to a level with mostly slime enemies, or a level with a mix of mushroom and crystal, etc. with not all combinations always available. That might help each run feel a bit a different and make the deck building more interesting.
This music is amazeballs - did a video playthrough here - https://www.youtube.com/watch?v=dnyzoWtYSt0
It’s definitely an original-roguelikey game. I didn’t make it too far, once the AI starts dodging you and staying out of range it’s all over.
Not complaining at all, I had fun! Thanks to the whole team for putting this together. A very good entry!
Glad you enjoyed it! Brightbone did an amazing job with the music. I almost want to make the game super easy just so everyone can experience the epic boss fight music, but it should be up on YouTube soon
Thanks for linking the video. I'm working on some post-jam balance and quality of life updates, so watching others play is really helpful.
Tip for the ranged guys: use Flash to close the gap (let's you move without enemies getting a turn) or try to chase them into slime (they lose a turn). Paralyzing Spores and some other non-starting cards are also useful here.
nice - great to hear! And thanks for the pro-tips…yeah that makes a lot of sense
Very good game :) Spend a little while on it.
The music is nice.
The whole movement thing is original and works well.
It is not clear what the different special tiles do at first, but I figured it out thanks to the spell description.
The little green thingies are scary though.
Nice work!
Thanks for playing and leaving feedback!
Yeah, brightbone did a great job with the music! It got really stuck in my head after my final playtesting push, haha.
I'm going to do some follow up releases to refine the balance and improve the UI. One of the main new features with that will be the ability to hover your cursor over hexes to see a description of their contents, so that should help with learning the terrain and the enemies.
I've died to the trained slimes so many times (the little green thingies). A rebalance/redesign of poison is fairly high on my list.