I love the combination of the real time elements and card game mechanics. It leads to some very frantic moments (in a good way). Despite some of the attacks just being variations on other attacks, all the bosses still managed to feel very unique. The exchange mechanic, art, and sounds were all solid as well. I’ve only really played around with obsession and covetousness a bit, but so far the deck building aspect feels pretty good.
Play game
Kleptomancy's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
BOSS DESIGN | #12 | 3.943 | 3.943 |
SOUNDS / MUSIC | #16 | 3.800 | 3.800 |
Overall | #34 | 3.671 | 3.671 |
ART / VISUALS | #43 | 4.000 | 4.000 |
CONTROLS | #48 | 3.486 | 3.486 |
FUN | #49 | 3.486 | 3.486 |
USE OF THEME | #70 | 3.314 | 3.314 |
Ranked from 35 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game's take on the theme
Play as the kleptomancer in this real-time deck-building roguelike where you steal cards and artifacts from the bosses you defeat, affecting their behavior as you encounter them again.
Did your team create the vast majority of art and music during the game jam?
Yes, we made all of them, except the sound effects which were taken online and are free-to-use.
Did your game use PlusMusic?
No.
Did your game use Playroom?
No.
Did your game use generative AI art?
No.
Comments
I took a while to start playing because I was enjoying the music too much. Please add the soundtrack for download.
Awesome game, I love the cards mechanics and the visual, I think using the card using the shortcut (1,2,3,4) will be better for the action, it's easy to be overwhelmed by many attacks and still drag the cards while dodging the attacks, I think the difficulty is great, just reduce the number of attacks when the boss is low.
Very fun and visually striking game, everything felt like it came together to create a really fun experience. I unfortunitally could not beat many of the bosses but the way that that game shakes up each run allowed me to see a great more number of bosses than I originally would have. Congrats on the game :)
Wowwww, this felt like a professional release, so much polish and smooth gameplay. Great art and music. I found it really difficult (only ever managed to beat 1 boss before getting clobbered in the next round), but in a good "boss fight" way that felt like a proper challenge (nothing felt fiddly -- every death was my fault). Although maybe ramping the challenge over time might make it a bit easier for noobs like me :P
Dragging cards from the bottom is a super cool idea, having to quickly look back and forth to see what you have vs where the boss is on screen is a very unique experience that isn't something I've ever seen before. It injects a sense of urgency into your traditional deckbuilder. Very very fun, I'll be following you guys to see what else you come up with because this is *awesome*.
Amazing game! The bosses are all really well designed and the rogue like aspect added a lot of replayability. I was also surprised by how many bosses you managed to add and the music fits the game very nicely. I don't think I can even think of anything negative to about the game, it was well polished and I didn't find any bugs. Good Job :
I really love the vibe you created with the different path choices at the start. It's definitely a fun gameplay loop and has a lot of potential for a full game.
This game has an absurd amount of depth to it, and I love all of the different modifiers and areas. Too bad I suck at it lol
Good game! The real-time card mechanics are novel. I also like all of the decisions/loadout choices in the beginning. The presentation overall is great. Took me a bit to figure out you had to click and hold the card to aim. A quick tutorial could remedy this.
I guess we should've written "LMB press and hold" instead. I do understand that the how to play screen was pretty low effort lol but since it is a jam, we prioritized building the mechanics and adding content, that I'm glad you liked! And I'm glad you still got the controls. If we do end up fleshing this out for a steam release, a tutorial's definitely a must. Thanks a lot for the feedback!
The game has its own cool art style. I don't know how, but the setting perfectly conveys the necromancer theme.
WOAH. This is amazing work. This game is so complex compared to other games.
Randomness makes this super replayable like the comment below says. Exchange mechanic implementation was really good.
The game is pretty hard lol.
I think that it could use some more sfx. But other than that...The dynamic music and artstyle is peak!
I don't know what to say, I am breath taken. The art is great, the sounds are great, the bosses are fun, the controls are great and the Exchange theme is so crucial to the game that it makes it very hard to chose what to change.
The game is quite hard, but fair, and there is so much replay ability that this game feels extremely complete.
its AMAZING game!!! very nice music and very cool design, i wish you a high place!!!
Such a unique and cool concept! The visuals are 10/10, reallyyyy well-done :D
Equally beautiful and hard! Love the stile and the music is on point, i didn't finish it but will keep playing and improving to do so hopefully!
The style that you decided to go with for this game is amazing. I love when people push the bounds of pixel art like this. Gameplay can be difficult at first, especially when having to look away from the boss to check what cards you have. I'm also not a very patient player, and this game appears to reward patience and spacing over aggression. You also have a lot of unique bosses. I've never played Neon White, but this seems similar to that. Nice work!
Leave a comment
Log in with itch.io to leave a comment.