Version 0.1.17 - Developer Notes
Greetings everyone, I have emerged from a successful venture into the Feedback Quest game jam! There were a ton of incredibly helpful streamers and a whopping 263 entrants! I was able to get a ton of extremely valuable feedback and I patched my game 4 times over the course of the month to address game breaking bugs and other feedback. In the end, people really liked my game and I got ranked 5th for overall fun!

It will be impossible to cover all the changes in all the patches, so I will just mention the highlights.
Node map now shows which reward of three you get:
This was probably the biggest gameplay change I made during the event. Previously, you got the choice of all three rewards after each fight, and it was quite trivial to build a very efficient and powerful deck. Now, there is only one reward, but it is shown on the map. This should encourage players to plan their route in advance, and update it based on the cards they receive. And should also diversify the rewards the player takes since they cannot simply take the "best" of three.
Skill bindings are now between two DIFFERENT cards:
This was another nod to players optimizing the fun out of the game. Creating Block + Block was the clear and obvious best thing you could do, and objectively there was no reason you should do anything other than craft a block block after every fight, thinning your deck to the minimum and trivializing every combat. This really went against the spirit of experimentation and creativity that I want for my game and really simplified the experience far too much. I did not want trying different combinations to be objectively the worse choice, so I made it the only choice!
UI Bugs
These recurred repeatedly throughout the playtests and were quite an eyesore. These came about after I resized the cards and could never quite figure out how to get the hover zones to line up nicely. So I finally reached out to the creator of the RLDB toolkit and got some debugging tips which finally let me resolve the issue!
Another UI hitch came up with players who prefer to single click on the card and then the target instead of dragging. This is not the way I play, so it was largely untested. I was able to resolve a bug where after right clicking to drop a card you could not single click that card again (forcing you to drag) and then after dragging you could go back to clicking. It ended up being a small unresolving binding in the background related to the right click, after fixing it the bug is resolved. I still have not done thorough testing using clicks only, so please let me know if more bugs persist.
All the other thing
Quite frankly there are too many bugs and clarifications to list all of them. My 'done' list includes a whopping 83 items this release. That is incredible progress made thanks to all the great feedback I received. I cannot recommend this jam enough and encourage other developers to seek out and take in as much feedback as you can! 
Files
Get Bound Together
Bound Together
Roguelike card crafting game
| Status | In development |
| Author | Justin D Wilder |
| Genre | Card Game, Strategy |
| Tags | Deck Building, Indie, Roguelike |
More posts
- Version 0.1.16 - Developer Notes38 days ago
- Version 0.1.15 - Developer Notes55 days ago
- Version 0.1.14 - Developer Notes84 days ago
- Version 0.1.11 - Developer NotesJun 07, 2026
- Version 0.1.7 - Developer NotesApr 24, 2026
- Version 0.1.5 - Developer NotesMar 29, 2026
- Version 0.1.2 - Developer NotesMar 07, 2026
- Version 0.1.0 - Developer NotesFeb 07, 2026
- Version 0.0.9 - Developer NotesJan 06, 2026

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