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A jam submission

Solitaire BattleView game page

A solitaire Balatro-like autobattler!
Submitted by diabolodev (@diabolodev) — 2 days, 23 hours before the deadline
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Solitaire Battle's itch.io page

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Comments

Submitted(+1)

I recorded your game again.

DD52 folder at https://mega.nz/folder/WQ91HBxL#X4-j8Mj7H30Ai3aevWFEmA

(+1)

I'm not super into Solitaire, but I gave this a go. Sprite art is pretty good. I'm glad the tutorials are there, but I think they should be implemented into gameplay rather than just tooltips. Might be a pain to make. Skill descriptions don't give me enough detail for what something does or they're a bit difficult to understand. Some of the sprites have weird lines around the edges. If this is a Godot game, try disabling mipmaps for the sprites. It's pretty neat.

Submitted(+1)

I tried the game again. It's quite comfy to go for a run once in a while. 

The changes seem good. A bit more juice and some tooltips are welcome. The tutorial is a little intrusive, but that's fine since it's better than not knowing what's going on. 

The new character sprites are cool, although I do think they could benefit from a little bit more character. They don't really have a Solitaire or playing card theme to them. 

Developer(+1)

thanks for playing again, glad to hear it

could benefit from a little bit more character. They don't really have a Solitaire or playing card theme to them.

yeah, i considered theming skills and the final bosses around solitaire/cards but i felt it would have increased the scope too much because of my limited creative skill

Submitted(+1)

As someone who doesn't play solitaire much, this was more fun than I was expecting! The tutorial was pretty good, but I think it would have been better if it was a little more rigged for better pacing. For example, I got the "no moves please end turn" like twice or three times in a row at first due to bad luck.

I like the flow of battle, even if unfair feeling at times you can then get a crazy combo yourself, so it balances out. That said, there's enough luck that it makes me feel like I lack too much control to be fully satisfying. The XP and shop system is pretty good. It's nice having the choice to remove/add cards between every battle, compared to Slay the Spire's only at certain map events system.

Developer(+1)

thanks for playing, glad you enjoyed it

For example, I got the "no moves please end turn" like twice or three times in a row at first due to bad luck.

i think this would have been because of how versions near the start of demo day didn't consider a tutorial complete when you took the action it wanted if you had already closed the pop up, apologies. that's fixed in the latest version

Submitted(+1)

The changes since last time are great. Being able to preview effects like defense is very useful.

Lock status still feels bullshit in specific situations, although I somehow managed to survive it in 3-2, only to see even bigger bullshit of 3-3 that I didn't even get close to beating. It feels like caltrops and other similar effects are too much, often covering almost every card.

Developer

thanks for playing again, and glad you think so!

i'm indecisive of how well entrap (the skill that adds caltrops) is balanced right now...

Submitted(+1)

Played a run, was interesting for a bit, but feel like there's a bit too much RNG sometimes you pass a few turns while the enemy gets to hit you a bunch and vice versa. Also the tutorials pop up too much, maybe they could be a setting for them to play once when a new mechanic appears or to disable them?

Developer

thanks for playing!

tutorials pop up too much

this likely means that a tutorial was waiting for you to do an action that it considered meant that you understood the tutorial (end turn tutorial: end your turn, draw a card tutorial: draw a card, etc.)  but some condition or another prevented that from happening

i'd appreciate knowing if there was a specific tutorial that was appearing too often so i can look further into it

disable them?

in the pause menu, which is in the top right, while you're in adventure mode

Submitted(+1)

in the pause menu, which is in the top right, while you're in adventure mode

Oh I didn't realize that since in the main menu settings where I first looked there was no such option.

this likely means that a tutorial was waiting for you to do an action that it considered meant that you understood the tutorial (end turn tutorial: end your turn, draw a card tutorial: draw a card, etc.)  but some condition or another prevented that from happening

I see, I just did another run and that worked, I didn't realize that doing the action would ensure the tutorial didn't pop up, before I was just using the arrow to hide the tutorial each time it came up.

Developer
I was just using the arrow to hide the tutorial each time it came up

thanks, i think i'll make it so that tutorials can complete even if you hide them so this doesn't happen again

(1 edit) (+1)

I played a run 

The game has an interesting concept. Solitaire can be very fun after all and mixing it up with roguelike mechanics can give it more juice. 

Right now I feel RNG plays an extreme role in gameplay. Drawing a good card is the difference between doing two attacks in a row or skipping a turn, getting bashed and ending up with a board with limited options. My run ended by getting knocked down from 17 hp to 0 after getting stunned multiple turns in a row. It felt low that an enemy could do that. If there is a way to calculate probabilities in advance by looking at the revealed cards and playing strategically around it, it is too much for my tiny brain to handle.

Rerolling felt powerful for upgrading, the abilities have too much text in them and I quickly got lost in some of them. The tutorial text of overlimit is a special case. It is quite lenghty and appears too often during gameplay.

I accidentally clicked the draw button when I wanted to skip my turn. This happened more than once.

In hindsight, it was funny that the tutorial perfectly foreshadowed what was going to happen during gameplay:

"Hey welcome to the game! Please skip your turn"

Maybe you need to seed that initial match to guarantee the player can do a move.

Developer(+1)

thanks for playing, extremely grateful for the video to put your comments into context! i remember last DD you mentioned off-hand that the game looked confusing, so i'm glad to see what concepts were transferable by the game's teaching in the current build

was funny that the tutorial perfectly foreshadowed what was going to happen during gameplay

the tutorial appears and completes based on conditions in the game unless hidden; this was the issue with the overlimit tutorial reappearing - it was never unhidden when you ended your turn while OVERLIMIT. it's a bit totalitarian of me to make tutorials do that but i found out in previous DDs that most people skip them without reading

abilities have too much text

yep, hoping to make reading everything less of a pain in the future

Developer (1 edit)


since last time:

  • graphical changes to characters and skills - some are still placeholders
  • improved tutorial
  • characters unlock via metaprogression (no more streamers picking advanced characters for their first game)
  • polishing, balancing, etc.