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A jam submission

cardgameView game page

Submitted by SSTRANDBERG (@sfdstrandberg) — 2 days, 22 hours before the deadline
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cardgame's itch.io page

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so this game has purpose but none of the quality of life features.

Imagine having stuff not automated and having the player click every fucking time for basic shit that cannot control.

Time waster in a bad sense.

Submitted

I cleared the map,  ᵗʰᵒᵘᵍʰ ᶦⁿᶠᶦⁿᶦᵗᵉ ʰᵖ/ˣᵖ ʰᵃᵈ ᵗᵒ ᶜᵒᵐᵉ ᶦⁿ ᵗʷᶦᶜᵉ, ᵇᵉᶜᵃᵘˢᵉ ᴵ ᶜᵃⁿ'ᵗ ᵘˢᵉ ᵗʰᵉ ᶠᶦᵍʰᵗᵉʳ/ʳᵒᵍᵘᵉ ᵗᵒ ˢᵃᵛᵉ ᵐʸ ˡᶦᶠᵉ.

Assassin was my favorite class, once you figure out how much you can stack packs and rice balls it becomes really satisfying to just get those 10+ cards hands. I felt the fighter losses were probably my dumbness, but like the comment below, I feel the rogue is a bit underpowered as it is, it seemed to lack attack cards with oomph to them.

Bug-wise, I encountered some visual artifacts with the text, where rectangular parts of it are cut off:



Not sure if it's a bug but the text on the cards was kinda small, I know you get the big version if you hover over them, but I think it would be nice if you could still read the text on the smaller ones:


At first I thought it would be neat if the enemies attack automatically, but I can see that this would mess up dodge now. I think automatic exploration card playing could still be a thing though, I'm not sure why I would want to keep them around. It's still a fun game, I like the direction with the world map, although I guess it goes against your design philosophy of the continuous game loop where you just jump in and keep playing (like with  the site with the puzzle games you showed once). I personally like the variety in the mission design, and I feel like that could be good to motivate beginners into playing until they get the basics down, maybe have an infinite mode in addition to the missions? Is that already scope creep? Also unlocking stuff is always fun, I liked that. All in all, those were some impressive additions since the last demo day, very naisu.

Also that bandit was wearing a goddamn crown 10/10
Developer (1 edit) (+1)

Thanks 4 playin

I think I need to make cards bigger overall, so that should help to some extent with readability. Should probably fix that text bug too. Turned out it was a dumb easy thing.

Also I should actually try balancing classes and things like that at some point, they're pretty haphazard.

The idea with the world map is to have it end up being maybe a bit more puzzly but with a lot of puzzles, or something like that. Still not sure about how interesting it is to play an adventure much more than once (with a given class) since the same "solution" should basically work. Might do some sort of scoring system though? I do want to make (some of?) the adventures so that you need to defeat adventures with different classes at least to make it a bit more puzzley and challenging.  A randomizer mode could be fun too, if I could figure it out.

Submitted

It's really cool seeing how far this has come. Maybe make the colors for what cards can be bought/played more noticeable. The current shades were too similar to their normal and so I had difficulty telling things apart at times. Maybe making the background like a game mat with the different decks label could help too. I really enjoyed playing as the Fighter. Playing as the Rogue was tough.

Developer

Thanks for playing, I definitely want to do more work to make the GUI clearer. Labels on decks should definitely help, a lot of the piles just sort of floating around in space without you knowing what they mean is pretty strange and unhelpful.

I've barely touched balance things so it's pretty likely that rogue is just underpowered against the current things.

Submitted

Much better than last time

I like the multiple levels

needs music

the gameplay is pretty good. maybe make enemies automatically attack?

Add a shader to make it look better.

Developer(+1)

Thanks

I will think about a shader