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Project Nemo's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #456 | 1.347 | 2.333 |
Creativity | #469 | 1.732 | 3.000 |
Visuals | #487 | 1.540 | 2.667 |
Fun | #504 | 1.347 | 2.333 |
Overall | #515 | 1.463 | 2.533 |
Fishiness(?) | #534 | 1.347 | 2.333 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Notes (optional)
A fun project ! Some things are still missing due to time constraint (and the fact I can't draw pixel art in a timely fashion), but don't hesitate to try it (it still works fine).
Please check the game page for explanations about the game.
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Comments
Hi! I'm a fan of card-based roguelikes, so this entry is really appealing to me! However, I'm having some problems playing the game and I don't know if I'm doing something wrong. It seems as if not winning the match on turn 1 makes me able to use both my cards AND the opponents', and the turn cannot progress, so the game loop gets blocked. The game doesn't have an exit button (from what I've seen and tried out) and I have to manually restart the game.
The cards are nicely designed (really like the use of keywords and the short descriptions), same with the HUD except maybe the card placement and order, which I personally found a little confusing. Also the pixel art is quite good for a non-artist!
Here is a list of things that would make the game a more enjoyable experience, at least for me:
I hope this is not too big of a comment, but I really wanted to play more of the game so I think it's nice to give some criticism! Going to try to get past turn 2 right now, if the bug does not trigger for some reason.
Anyway, thanks for the submission!
Thank you for your return ! It is very welcomed indeed !
For the quit button yes, there were plan for UI to be callable mid-game, but it kinda got sidetracked and in the end I didn't have time to implement it.
For the fact that the turn ends with you playing all your cards, it was by design (the point being that your hand must be emptied out BUT you can avoid it with Wild cards that end your play prematurely (allowing you to conserve some cards). The idea being that you must strategize your buff and attack cards to maximise the damage output. Needless to say, it remains a concept mostly xD)
But thank you for your return, I greatly appreciate it and will look into it (especially that nasty bug).