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A jam submission

Chains of ChanceView game page

Card Game with a Twist
Submitted by kenshop
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Chains of Chance's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#103.5363.750
Presentation#123.3003.500
Overall#123.3003.500
Enjoyment#143.0643.250

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Was the majority of the art made by your team during the jam period?
Yes, we made all of the art used in the game.

Was the majority of the music made by your team during the jam period?
No, https://freesound.org/people/Setuniman/sounds/456099/

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Comments

Jam HostSubmitted

There is a lot of depth to this game and brainpower to be expended on strategizing for it, which is pretty rare for a jam game (this is probably our first card game) - so the complexity must be commended. Agree with the others that the explanation/learning curve is pretty steep because of the interactions - you are definitely taught enough to start playing, but not enough to progress far. I think it's a valid design choice to hide the values of potential damage and similar indicators, so that the player only sees their success in real time as they commit to a play. This is similar to some card games like Balatro, where the information is available but not given. Also, not moving the cards seems annoying, though it is valid after the first turn, as it means you have to think about potential chains and deathsbefore you start placing. Still, balancing between quality of life and intended difficulty/thought required is important, and that's just something you can experiment with. Explicit rules and formulas for chaining at the minimum would definitely help, or even visual indicators for valid chains. Also, having labels for health and attack on the cards would help. Somehow, I kept forgetting which was which, and it also didn't show current values. Lots of mental energy required. But it is a card game after all! All this stuff is both an obstacle to players and also the source of difficulty, so don't think of it as a problem, just a trait!

Submitted

Wow this was so cool!!! I love card games, especially online ones. It was really cool being able to buy new cards in between rounds! I will say I would have really liked a tutorial in-game because even with the explanation in the description some mechanics are confusing. I couldn't tell how I was supposed to know how much damage my card was supposed to potentially deal, what the numbers meant on them, if certain elements(?) also gave a bonus against others, what the multiplier was overall or on each card and such. These being more visual on-screen in a way clear to players would be great. I would also like to know if only we are limited in deck but not our opponent? It felt like the other side had infinite cards so when we ran out we just had to take it. If it's not supposed to be like this, maybe make a visual element of seeing the number of cards your opponent has? I love the SFX and ambience a lot. The designs were cool, too. Might amp it to the next level if you made cool SFX for when you put different kinds of cards down. Overall really fun and I'm glad I got to try out a card game made in a jam, so impressive!

Submitted

Wow there is so much going on here, creating a card game for a jam alone is extremely impressive. I can definitely tell influence was taken from Inscryption especially with that game description lol. I enjoy the atmosphere with the fantastical cards and the accompanying music. Being able to buy more cards inbetween encounters to change up your deck is a mechanic I always love. My biggest suggestion would definitely be clarity on the battle mechanics, specfically with the combos, I was unable to piece together exactly how that'd work. There's also a lot going on visually but it doesn't feel entirely cohesive. Making UI elements smaller and increasing the stats on the cards would immediaetely help with some more clarity. Overall I'm thrilled with the technical prowess of this, nice job!

Submitted

Very cool!! A lot of fun, the matching mechanic was very interesting. One small thing for if you guys keep working on it is to just make the player automatically lose when you run out of cards so you don't have to way a ton of turns when you know you already lost, but overall very good game!!

Submitted

This is so coolllll,  I wasn't expecting to see a card game! The only thing is that I wish the rules were more apparent, although maybe they were explained I just didn't see it. All of the little things were so satisfying too, like the shaking of the screen and the card placing sound. Nice work!