Math Labyrinth
A combination of roguelike deckbuilder and... math?
Gather numerical and operator cards, collect powerful artifacts, defeat your enemies with your mathematical wits, and find a way out from...
The Math Labyrinth!
Status | Prototype |
Platforms | HTML5, Windows |
Rating | Rated 4.5 out of 5 stars (4 total ratings) |
Authors | Sleipnir_Mk1, Knightskite, Purecon |
Genre | Strategy, Educational |
Made with | Unity |
Tags | 2D, Deck Building, Procedural Generation, Roguelike, Singleplayer, Turn-based, Turn-Based Combat, Unity |
Average session | About a half-hour |
Languages | English |
Inputs | Mouse |
Download
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Math Labyrinth.zip 42 MB
Comments
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pretty cool, only thing that really does ruin it a bit is how most of the time you wont get to have another operation card after you do a singular addition or subtraction... which honestly makes the character come short on dmg or block checks
operators can be annoying sometimes. if i get a deck of all number cards i cant do anything for a turn. cool concept
Hi
I played this game and I think it is a neat concept, I really hope you are planning on expanding it more
here is my feedback
I really liked the idea that you have to get a negative result in order to block damage
I think the artifacts you have so far are pretty cool
gameplay
since you draw 6 cards per turn you can do up to 2 actions, this is IF you draw exactly 4 numbers and 2 operations which this doesn't happen often, like when you start your first combat there will be turns were I draw all number cards and I can't do anything, and even after finding operation cards to add is not easy sometimes, there could be the option that once per turn you could discard a card to draw a new one, or maybe you can discard 2 cards to draw one as much as you want something so you don't get stuck with doing nothing
you should be able to see how much damage or block you will be getting before hitting Calculate, yes I know it can be deduced since it is simple math, but with the artifacts and abilities of enemies it will be nice if it told you
QoL
have the option to change the volume of the music and sound effects
the map could use some clarity on the lines of where you can travel
you should be able to see what cards are in your draw pile and discard pile during combat
your max hand size could be above 6
when choosing to add a card to your deck it sometimes the two options it offers you are the same card and I feel they should always be different
Some other things I noticed
the font changes for some of the numbers which feels a bit weird
when you end turn it takes the enemy a second to do their action
there is a typing error in the fibonacci sequencer artifact
I hope this feedback helps you
Congrats! I really like the concept. The way the relics work is very interesting. Your game has a very good presentation (graphics / fx / musics...). I hope you will have time to go further with your game: more cards, more relics, more synergies, more enemies, more levels... I can't wait!
I did not understand how the relic about the finabocci sequence works, could you explain?
Hello! Thank you for showing interest in our little project. The fibonacci sequence relic is supposed to trigger its effect when you make an equation that is a part of the fibonacci sequence (0-1-1-2-3-5-8…), such as 0 + 1 = 1 (the sequence 0-1-1) and 1 + 1 = 2 (the sequence 1-1-2).
I like this as a concept.
It could benefit from a higher density of operation cards, maybe starting with 3 instead of 2, or making the choice of cards when training at a campfire be 2 numbers and an operation?
Looking forward to seeing where this goes.
Decent prototype. Hope to see it fleshed out
I wish it was longer and had more cards in hand. The options feel quite limited when you have 6 cards and it takes 3 cards to do an action.