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CardCaster's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #10 | 4.156 | 4.156 |
Music | #12 | 4.067 | 4.067 |
Overall | #28 | 4.089 | 4.089 |
Theme | #63 | 4.133 | 4.133 |
Art | #66 | 4.000 | 4.000 |
Originality | #140 | 3.622 | 3.622 |
Is the graphics 1 bit? | #197 | 4.556 | 4.556 |
Ranked from 45 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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12
Write down what effects you used.
Lens Distortion, Vignette, Chromatic Aberration
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Comments
What worked:
The gameplay feels smooth. The different enemies make sense and work well together. I'd be annoyed at the enemy projectiles if it wasn't for the piercing effect (I wonder if it might be better to be able to destroy their projectiles though? Maybe at high enough damage?) I like the constant decisions and trade-offs on offense vs defense and being able to see. It makes the decision on power-ups that much more intriguing and tactical. Sometimes I might take a power-up I don't want as much just so I can see which is really interesting.
The game also looks great visually. I really like how the light areas function with the way they look and meld together.
What didn't:
Light upgrades feel a bit too weak. I know that they're supposed to be weaker since you get the added benefit of being able to see, but I would often only pick light upgrades only to increase my view area. Shields and dodge percent are fine, the dashes are weak upgrades compared to dark upgrades. Maybe this is more of an issue of there just needing to be more (expanded game)?
On the topic of the strengths between the two choices, dark upgrades felt necessary, but I never felt that I needed light upgrades. One example of this was the boss fight, where it can spawn so many minions that it's impossible to survive unless you've been upgrading your attack (damage, fire rate, piercing, etc.).
I would have liked to see some way to restore health. Maybe even at the cost of taking an upgrade, or a bit of health after a boss.
Bugs:
Dash can still be used when standing still. You won't go anyway, but you won't be able to move for a little bit. Not technically a bug, but also probably not intended.
Great job! (best - 191)
So polished and enjoyable to boot! This game feels complete. Great job.
Love this.
Almost missed the whole light radius trade off when choosing an upgrade at first. Makes the decision making a lot more interesting.
The music speeding up on the final heart is a nice touch too.
Super tight and highly polished.
This game is very well made. It's almost ready to be released as it's own game. Not much to say about it other than it was very fun to play!
this is so polished. id say this should really be a game but it already is.
God I love games involving card <3
Very nice mechanics and visual style with fitting music. Feels very polished and the darkness adds that extra layer of difficulty to it :)
This was very fun to play! Would love to see this being expanded into a longer game, with more mechanics and more enemies!
really cool game!
Really cool game, nice !
Really cool game! Keep up the good work.
That was great!!!!!! nice job, any game that makes me want to continue past the first level is a winner in my eyes :)
Really enjoyed my time playing. I love the decision to incorporate the theme into the decision making progress of choosing offense over defense.
Glad you noticed :D. Haven't seen anyone mention that yet
I realy like this gameplay. It's my favourite type of games. this game is fantastic!!!!!!
button play dont work(
what do you mean?
This game is probably going to win, amazing graphics, amazing gameplay, amazing music. All of it. Amazing job.
Short, simple and polished... no need to reinvent the wheel when stablilished mechanics work. and this was a really well executed
I think this one's the one. It's short, simple, straight to the point and still fun. Music is great, sound effects are great, visuals are great, and it plays super well. I genuinely don't have a lot to criticize. I suppose the upgrades could be a lot more diverse, and the mole enemy could have some better telegraphing of where it appears since one time it appeared under me and killed me but I'm probably just bad lol. This is a minor nitpick but I thought that carpet on the ground was an obstacle many times until I realized it was just scenery. Other than those minor things, the game was really fun. I think this is the one to win (maybe?).
super polished and would make a lovely little roguelike!
Neat idea. The game felt very polished, with all the SFX and even a game over menu. Would have liked to have seen a little more emphasis on the light mechanic, maybe flickering or something. Visually it looked cool having your bullets travel through the dark though.
Nice entry.
very juicy gameplay and awesome animations
all animations are credited to MidasIThink :D