I’ve made a few minor fixes to Zummoning recently:

  • Cards get dealt in a smoother, less jerky manner
  • Help text now stays on screen for as long as your mouse is over card
  • Fixed an issue where the drop target would turn purple, indicating a you could put your card there, even though you could not

GWJ 68 Results

Honestly, I had convinced myself that I was going to rank higher in Godot Wild Jam #68, at least in the originality category. Being in the top third for originality is OK, though.

Much of the written feedback (even on the much rougher Ludum Dare version) supports the idea that this is worth developing further. I’m thinking of digging in and trying to make the best version of “Zummoning” that I can, and see where I am at the end of summer.


Zummoning Redux

I’ve made many improvements in the new version of “The Zummoning” submitted to Godot Wild Jam. Unfortunately, the name isn’t one of them. Oh well.

  • Every card combination now actually does something
  • There is help text that explains what the cards do, while you’re playing
  • It’s clearer what is happening during the combat phase of the turn.
  • More art, some music, and sound effects!

It’s still far from a professional production. But, I think it’s fun?

One thought I had while relaxing after submission: the game seems to come down to the decision every turn to play a strong creature on a single location, or weak(er) creatures on two locations. Maybe the card system is sort of extraneous?