Draft and Graft is a body horror autobattler and roguelike dudebuilder where you purchase mutated limbs on the black market and use them in battle!

~   40+ body parts to squish onto your body   ~
~   Original, dynamic music   ~
~   Endless enemies to battle   ~
~   Scary shops... is it safe to be walking down here?    ~


How to Play

At the black market, you can spend your money on body parts, consumables, and organs to build your perfect fighting freak. You can venture deeper into the market to find more options but be careful danger lies in the underbelly of the market.

In battle, your appendages will fire off their effects automatically. Craft the perfect synergies in the shop and then sit back and watch.



• You can view your character in the shop by bringing up the menu at the bottom of the screen.

• Arms are mostly focused on offense, legs have a variety of utility, but eyes are particularly unique and powerful. Use your limited slots of each carefully.

• Consumables give permanent stat increases. Some apply to your character as a whole (Biggy Gummy, Petroleum Jelly), while others power up individual limbs (Protein Powder, Energy Drink).

• Organs are very valuable, they can save you from death, but you can only have one at a time. Organs' abilities tend to affect the entire body. Consider crafting your build around them.

• You heal up to 50% HP after each battle.

• View your number of rounds on the game over screen. See how far you can get!


Pro Tips

• Viewing your character in the shop reveals detailed stats about each body part. Use this to determine which limbs are worth keeping around and how consumables affect your body parts. Use the knowledge gained in future runs to craft the most efficient builds.

• Viewing more shops helps you find the best items, but the more shops you see, the more likely you are to attract the attention of bad company.

• When attaching a new limb, you can select an empty space (if one exists) to attach the limb there without replacing an existing one.

• The organs forcefully grafted to you in black market encounters do nothing at best, and actively hinder you at worst. Replace them at your soonest opportunity.

• In battle, limbs will be colored to reflect modifiers from consumable or temporary buffs.

BLUE -> Limb's COOLDOWN is DECREASED. These limbs will fire off sooner than their default cooldown time.

RED -> Limb has increased CRITICAL HIT CHANCE. These limbs will deal critical hits (1.5x damage) more often.

YELLOW -> Limb is STUNNED. Stunned limbs do not increment their active effects.

GREEN -> Limb is HASTENED. Limbs with haste will increment their active effects faster.


Credits

Zane - art, programming, design
Sam - programming, design
SplitSuns - music, sound effects
testers: javi

Comments

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(1 edit)

Twitching Eye needs a nerf badly. It just gives you infinite scaling, mostly for free. As long as you get over the early game hump it makes you kill everything in sub 0.1s with nothing any enemy could ever do against it. Fun game though.


Actually balance in general is just absolutely cursed. You can get end game power enemies that simply stat check you, so early there is literally nothing you can do. Because of this, you have to reroll stores for the precious few items imbalanced enough to maybe beat them. But when you do, you get the bad store event so often. You just lose either way. Basically you have to get lucky as all hell to get out of the early game. And once you do you can't lose, because enemy power seems to be almost completely random. More so than scaling with how many days you've lived.

Thanks for playing! We made this for a jam and haven't gone back to do a balance pass since, and I agree with these points.  Enemy scaling needs a lot of reworking, it scales up too quick early on and becomes completely irrelevant once you get strong enough. And Twitching Eye is easily the best item. There are at least multiple routes to breaking the game right now, but most of them do involve the Twitching Eye, which makes those runs feel pretty homogeneous. Would love to hear any thoughts you have on how you might rework some of these items or shop mechanics.

Yeah, I mean with jam games you kind of always expect balance to be what it is. Just not enough time for anything else, really. But I think it's hard to really go into what needs to change with the shop mechanic, until the enemy scaling gets dialed in. Because I don't think the risk/reward of the shop is inherently bad. It's just that when you need to go ultimate greed to outscale the early enemies. It kind of removes the actual risk/reward. Since you have to full risk no matter what, so it isn't really a choice. But rather just built in run ending risk.

Currently you're somewhat reliant on getting organs as well. Since you expect to take some early L's, you kind of need to just keep getting new organs for the bonus life. Which means that when you go 3+ shops with no organs. That's basically game over.

Then lategame my biggest gripe with the shop is that you have so much invested in all your body parts. That re-rolling and risking having to chop something off is just never worth it. So you're just piling up money, that you can't ever use. Since re-rolling is too much of a risk. That felt pretty bad, just from a "feel" perspective. Like yeah, at that point you're strong enough that it doesn't matter. But having useless currency always just feels bad.

For something like Twitching Eye and Tripod. Which I would say are overall the two biggest problem items, one early and one late. It feels pretty bad to almost be forced into stacking Tripods for legs. If all legs had some level of health attached. It would make it feel like you actually had a choice about which ones to get. Since currently if you don't get early tripods and your enemies do. You simply get stat checked, since you start a fight at 50% HP anyways, and then they have like 3x your base HP. So you're essentially fighting an enemy that you need to be 6x stronger than. Just to break even with them.

Then for twitching eye, a CDR cap at some value would help. The issue with CDR is always that it gets better the more you stack it. So it either needs a hard cap or some incredibly heavy built in diminishing returns. At the end of the day though, an item that gives you consistent scaling is just always going to become the best thing to have at some point. If there was a crit consumable eye. That'd obviously be our other eye every game. Until we're crit capped on all items. So it's just a scarcity thing mainly. If this is the only way to get persistent scaling, of course it's going to be the best thing. Then on top of that it works on CDR, which is the single strongest attribute to stack, making it even better.