Windmill Slam
The browser build of the game can be janky (broken fonts, etc). Play the windows build for the best experience!
Windmill Slam
What is Windmill Slam?
Windmill Slam is a roguelike deckbuilder that lets you execute the dramatic final turn of an intense card game - over and over again.
Build up your deck and see how far you can make it in Windmill Slam!
How to play
In Windmill Slam, your goal is to make it through as many stages as you can. In each stage you draw five cards and use them to clear all the demons off the board. Each card has a power level; if you have enough cards adjacent to a demon to match or exceed its power level, you can destroy it.
You don't get to draw any more cards, so use the cards you have available to you to clear out all the demons!
At the end of each stage, any cards next to a fire will be destroyed forever. If you had any cards next to a bank this round, you will then be allowed to add a new card to your deck!
See the help menu for more directions.
Minijam
This game was made for Mini Jam 147 - Cinema.
The limitation for the jam was to make a game based on the idea of "only one shot". We embody that idea by letting you play out just one turn of a card game. In a typical card game, you draw a card, take your turn, end your turn, then start over and draw a new card. In Windmill Slam, you never start a new turn and draw a new card. You have to win or lose in "only one shot".
And of course - this is a game jam game, so expect a few bugs!
Status | In development |
Platforms | HTML5, Windows |
Author | tavoe |
Genre | Card Game |
Made with | Godot |
Tags | Deck Building, Magic, Roguelike, Singleplayer |
Comments
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This game is absolute class! literally just sat here for an hour playing it, only got to like 15 tho :|
Love the strategy with placements, it's got a surprising amount of depth with good card variety and needs a good amount of forethought when you don't know the best strats, really reminds me of into the breach.
I think the bank idea is super creative, its a great way of rewarding optimal play, without feeling like you're missing out if you dont go for it
also love evaporating the enemies, super satisfying for some reason
The main thing I can think to improve it would just be to make it shorter, and introduce new things quicker. I spent a decent amount of time on my longest runs and it didn't feel like id made much progress through the 100 levels, especially as it was just the same enemies over and over again, and (after I'd found an op discard strat), the same cards over and over again. Also because most of the enemies only had 1 or 2 health, getting massive cards felt kina like a waste of time.
Super fun game though, well done!
Thank you so much! We rushed this out for a Mini Game Jam, so we're very happy with the results of 3 or 4 days of work. We really liked working on this though, so we're looking forward to pushing it further and putting some polish on it!
The difficulty "scaling" was something I threw in the last few hours of the jam so we'd have "unlimited" levels to play, so I can appreciate that it doesn't quite match your access to new cards. I'd like to implement something like Slay the Spire ascensions and have a maximum level, maybe have fixed enemy layouts. We'll see how it plays!
Thank you again for the kind words and feedback!
(I also found Spades to be quite good :))