Even with the tutorial, it took me a while to understand what to do. After I played the game, I read the description text, and that was much more informative (fortunately by then I had figured it out). Even the tutorial didn't make it clear that I needed to end my turn. Perhaps the turn could end automatically once the player has done both moves?
I like how the menu has you use the game mechanic to pick main game or tutorial ... but I did sit there for a while thinking they were all buttons and unsure about what the difference was between "main game" and "play" was. Maybe have the "play" card animate a bit every few seconds to encourage clicking on it?
I couldn't figure out if the colors were relevant or not. Do words with the same colors get more points when attacking or defending? Or is it irrelevant?
I think it would be neat if there was a bit more strategizing to do (or maybe it was there and I just missed it). Like if you had some idea of what sort of sentence was coming up next, you might have a better idea of what words to hold onto instead of using them to shield?
Anyway, I enjoyed exploring the concept, and hat tip for actually using the jam theme!
Thanks for the feedback! More people struggled with the menu than I expected, it definitely could use something to indicate dragging cards (which I wanted to use in the menu to show how things are controlled in game).
The colors are slightly relevant but I didn't want them to give the full picture. Every word is internally a 4D vector, but the color of the cards uses only two of those dimensions. It's meant to hint at what could work, but not be the best strategy.
Comments
This is an interesting concept!
Even with the tutorial, it took me a while to understand what to do. After I played the game, I read the description text, and that was much more informative (fortunately by then I had figured it out). Even the tutorial didn't make it clear that I needed to end my turn. Perhaps the turn could end automatically once the player has done both moves?
I like how the menu has you use the game mechanic to pick main game or tutorial ... but I did sit there for a while thinking they were all buttons and unsure about what the difference was between "main game" and "play" was. Maybe have the "play" card animate a bit every few seconds to encourage clicking on it?
I couldn't figure out if the colors were relevant or not. Do words with the same colors get more points when attacking or defending? Or is it irrelevant?
I think it would be neat if there was a bit more strategizing to do (or maybe it was there and I just missed it). Like if you had some idea of what sort of sentence was coming up next, you might have a better idea of what words to hold onto instead of using them to shield?
Anyway, I enjoyed exploring the concept, and hat tip for actually using the jam theme!
Thanks for the feedback! More people struggled with the menu than I expected, it definitely could use something to indicate dragging cards (which I wanted to use in the menu to show how things are controlled in game).
The colors are slightly relevant but I didn't want them to give the full picture. Every word is internally a 4D vector, but the color of the cards uses only two of those dimensions. It's meant to hint at what could work, but not be the best strategy.