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A jam submission

Revolverse CCG - The Core FightersView game page

A Strategy Deckbuilding Card Game Simulator
Submitted by Distru121 — 20 hours, 2 minutes before the deadline
Rated by 11 people so far
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Revolverse CCG - The Core Fighters's itch.io page

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Game's Take on the Theme
Card game focused on bosses, and the main gimmick being the field spinning every turn.

Did your team make the majority of the art and music during the jam?
All art is made by me (hand-drawn). The music is taken from OpenGameArt. The sound effects are taken from OpenGameArt and Freesound, then mixed by me.

If not, please link to any asset packs or resources used here.
https://opengameart.org/content/free-space-music-0, https://opengameart.org/content/another-space-background-track, https://opengameart.org/content/action-track-0

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Comments

Submitted

The game is actually really polished, so there isnt much feedback i can give, maybe make text on cards more readable. Overall very good game would play as a standalone steam game.

Submitted

This in only a month, just wow! really impressive and i love the space kinda theme

Submitted

I think I didn't understand the full mechanic of the game. But that's on me as card games confuses me to no end. Otherwise the game is super polished and I was having fun.

Submitted

It's really enjoyable, I didn't expect a card game with such level of polish made in only a month. I hope you're gonna expand on this in future :D

Submitted(+1)

I have to agree that the game is indeed very polished and it is incredible that you made all in one month! The artwork is great, and your spin mechanic is suuuper fun. Looking forward if you decide to keep up with the project

Developer (1 edit)

Thank you for playing and for the kind words!

Yes, I plan on continuing this and adding lots of new content after the jam! Stay tuned! ;)

Submitted(+1)

Fun deckbuilder and good use of the theme. Main issue I'm having ismousing around the game area. I would love if you could just free mouse around instead of it trying to guide you.

Developer

Thank you for playing and for the suggestion! :)

Submitted(+1)

Fantastic--this is super polished for something made in a month, and it's a great take on the theme. I would definitely play more of this if you continue to work on it after the jam. Tooltips would be nice, since there are a lot of terms thrown at you right away, and I'm still not sure what some of them mean. Great use of sounds and animation, and just an all-around well-done entry!

Developer

Thank you for playing and for the suggestion! Adding tooltips will definitely go right into my todo list! Also, could you specify what terms made you confused while playing?

And yes, I have a lot of plans for this game, so stay tuned ;)

Submitted

I only tried the Celestial deck, so the things the stand out are Assist and Oblivion. I'm still not clear on what Assist is/does. Is there some base effect, or do you only get the action printed on the assisting card? And there's a card that converts "bonus" attack, and I could never figure out what that meant. Activating the ability never seemed to do anything that I could see. I love the different power in different zones idea, and could see a lot of ways that would influence deck building and play, but that concept didn't become clear for a while. A lot of this could be remedied by a progressive playable tutorial--possibly some of this was explained right at the start, but I didn't retain it because there was so much at once. An interactive tutorial and tooltips would solve most of the problems I had with the game.

Developer (1 edit)

Thank you for the info, it will be vital in growing the game! I'll definitely make a more fleshed out tutorial in the future, I admit for now it's more of an information dump and can become overwhelming.

"Assist" makes so the assisted card buffs its stats by the same amount of the assisting card, and lasts until the end of the next turn, and "Bonus Attack" are just atk increases gained through effects, like Sol's or Luna's (Assist buff doesn't count towards this). I'll also definitely add tooltips for these keywords or ones that may explain more advanced rulings in the future!

Stay tuned ;)

Submitted(+1)

I like your idea a lot. The game is pretty polished and feel fun to play. However, I thinks the AI should prioritize protecting their core more, taking into account the player's left card to place a suitable card on their left

Developer

Thank you for playing and for pointing this out! Yes, the AI for now is very simple (and quite unintelligent), it will prioritize attack over anything else (even while playing Celestials, whose whole gimmick is the one to be good at defending). I'll be sure to update it and make it better in the future! :)

Submitted(+1)

amazing, in just a month and a whole deck builder bossrush? so good, it's pretty fun, kind of hard to grasp the concept at the start, but I get how it works when I get to experiment with it, I got surprised when the boss who I thought is just the one playing his card BECAME a card, but overall, it's a pretty nice experience

Developer

Thank you! :D

Submitted(+1)

It's crazy that you made a deck builder this good in just a month. The art is incredible, the rotation mechanic is super interesting, and there's solid card variety. I can tell you really put a lot of thought and effort into all of it.

The game seems pretty balanced, though there are some stand out cards. For example, it's pretty easy to cheese bosses using Azriel. I managed a turn 3 win on the final boss by rushing down the core and just playing him across from the boss.

Also, perhaps I skimmed through the boss tutorial too quick, but I'm still not sure what determines a boss' stats lol. I do like really the mechanic of your boss coming out after your core is destroyed, the last ditch effort vibe is just straight up cool. 

Overall it's an awesome game, I can see it going places for sure :)

Developer(+1)

Thank you for playing and for beating my challenge! I appreciate the kind words! :D

To answer your confusion, Boss's stats are determined by the sum of the ORIGINAL stats of their materials (if a card is boosted or assisted by another, and used for a Boss summon, the boss will not retain the boost nor the assist), and when a Boss loses a life, its material with the highest stat amount gets removed (a boss made with two cards with 500/1/500 and a 400/0/400 will lose the first one if it would be defeated).

Aaand I see you noticed Azriel...well...he is one of the strongest cards of the game and honorary Boss killer for sure, it actually gave me balancing problems from its first inception😅 (fun fact: when I first made the prototype on paper and played with my friends, I had to literally make a banlist only to limit him to 1 card per deck).