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Dual Destiny's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #75 | 3.906 | 3.906 |
Fun | #94 | 3.531 | 3.531 |
Theme | #172 | 3.406 | 3.406 |
Presentation (graphics, audio) | #205 | 3.250 | 3.250 |
Ranked from 32 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent Mode?
Every card in our card game has two modes it can be played in. These represent emotional duality, one of a happy future and the other of misfortune.
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Comments
It's definitely an interesting concept.
A bit too easy, maybe? While you can play multiple effects in a turn, the enemy can only do one and it tells you what it is - and then, of course, there's the "Flip all" card that's just an instant win card in pretty much all scenarios where you play well.
Would love to see this getting expanded on, good job!
You had me at "save the dog from fatalism".
But then I stayed for the surprisingly compelling card mechanic. Great job!
Love seeing new card game ideas in jams! I think the mechanic is already pretty strong, and I think with more card abilities and a bit of balancing this could be a concept worth pursuing. Also appreciated the extra bit of polish with the cinematics before each battle.
I love card games! A thing I like to do with card games is go into them without any tutorials to see how fast the UI can teach me. Safe to say, Dual Destiny does this great! It's hard to come up with unique card game concepts, but this really delivers. Only thing I can compare it to is the Rivals Of Aether card game and that one minigame in skylanders giants.
The battles feel a bit weird, as the opponent doesn't really play cards but effects. Most of the things they do are similar to what the player can do, like flipping every card state on the board. It felt a bit weird when they did their own unique moves like swapping cards in your hand. Since the opponent makes random moves it didn't feel like playing against a person but more against fate itself. This didn't deter me though, but I just wanted to share this insight because I have a passion for these kinds of games.
Biggest compliment I can give for this game is that it left me wanting more. I even replayed the final battle a second time because I didn't want to leave just yet. The final battle theme was also a banger, so that helped. Really fun reference in the cards, really fun mechanics and just a really fun time all around. Great game!
This is incredible feedback for our post jam build! The scope was too big for us to fully flush out and balance the enemy turns, so that will be my main focus in the new year. As a programmer I was just passing card effects into an "enemy turns manager" object and it cycled through them. But having them "smart" play cards in the next build will make it much more like playing against another person and I love that idea. Glad you enjoyed the concept though, and thanks so much for the feedback!
I don't play card games, but I had a lot of fun with this one.
I quite enjoyed this! The idea is simple but the execution is really nice! This is like an advanced othello
I love there are dialogs, even when you lose
This actually can get quite addicting, great job!