Liberate Owheo is a 2D turn based roguelike card game, where you play as a disgruntled undergraduate student set on a mission to reclaim their lost degree after AI raided the University.
The gameplay features two main phases, a travel phase and a combat phase. The travel phase is where the player must navigate a procedurally generated route, deciding how to proceed by encountering enemies or taking their chances with a mystery encounter. The combat phase is where the player fights the AI animated machines using their deck of abilities. 

This game is the result of a 6 week group project as part of the University of Otago Game development paper.

Credits:
Luke Webb - Designer, Artist, Programmer.
Michael Campbell - Designer, Artist, Programmer.
Celeste Holt - Lead Programmer, Designer.
Janadhi Dissanayake - Lead Artist, Sound and Music.


Comments

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This game had a lot to be desired. My first run was semi softlocked due to getting too many cards that didn't deal damage preventing me from the repetitive. Armor on enemies doesn't go away unlike the players armor. Paths don't provide you with that many choices and leads to a very linear path up to bosses. Special abilities like the brain ability on the second boss don't give you information as to how it works. Most of the cards you receive are just the same abilities with a multiplier placed on the mana cost and numerical value. This leads to excessive "useless" cards in the deck that prevent you from getting damage cards. My first run had way too many healing/armor cards and led to me endlessly fighting bosses. Lack of control of what is in your deck is what really makes this game difficult to play. First run I had way too many healing and second game I had way too many damage cards.

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Thanks for playing, and for the detailed feedback!

You're right about the card essentially being lazy multipliers, as during play tests we found players wanting any additional cards (got told that 30 different cards would be ideal). 

To make "good" cards (the ones that have better numbers) feel more valuable, we made them more rare, but this results in most runs having your deck stuffed with worse cards.

If we get around to improving the game, we'll be sure to tweak these numbers!