Unreal entry! Wonderful job, I wanted to play longer but I was like "I have 10 minutes, that's enough time for a jam game!" Then I of course ran into this game, which takes way longer than that and deserves to be finished!
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Mirror City's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #8 | 3.778 | 3.778 |
Sound | #10 | 3.889 | 3.889 |
Fun | #12 | 3.778 | 3.778 |
Graphics | #15 | 3.889 | 3.889 |
Theme Use | #23 | 3.556 | 3.556 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What was your favourite part of working on your game during GDM?
Learning new skills, always has been!
What was the hardest part of creating your game?
Getting cool card effects to work without making my code look like spaghetti
Did you use any pre-existing assets in your submission?
Yes! All of which are detailed in the description
Comments
Cool idea! I love the mix between a card game and an operational view with the city. Also nioce that you got to implement progression with new cards and more agents! Really good job. It took me a while to figure out how the game works actually, an interactive tutorial would have been very nice! It took me a couple of minutes to figure out there was a How To Play section :D Aside from that I'd recommend making the text a big bigger. I'm playing on UHD and it's a bit hard to read. Good job on your game!
Thank you for playing, I hope it was an enjoyable experience! I hear you on the text size, a general UI overhaul is much needed as I struggled with that quite a bit. I had also originally planned to have a tutorial mission at the start of the run, but unfortunately ran out of time on implementing that and had to resort to just a How To Play menu. Definitely on the to-do list!
Awesome game! I couldn't quite work out what I was doing wrong as it didn't seem possible to not lose to suspicion going too high each round, but otherwise loved the mechanics!
Only real things I would change is make the font size bigger on cards and the overview map.
It's pretty fun. It's a little confusing at first, but as we go it's getting better. The storyline in the how to play should be in game, it's part of game part of story telling process (only the story part,not the tutorials), it gives a depth, sense to your game. Which agent from bottom taken as deploy is not clear, a small glow/border around the agent may highlight that. The image sliding (instead of static) behind the menu screen working pretty well. Graphics may need some touches. It's a fun game.☺
Thank you for playing, and for providing some feedback! I had originally planned to include a short "cinematic" of sorts explaining the plot, but unfortunately ran out of time; I hope to get that included soon! I like the suggestion of highlighting deployed agents, or otherwise making it more clear, I'll add that to the to-do list. Glad it was an enjoyable experience nonetheless!
Once I understood what was going on this was a very enjoyable game. I liked the ability to choose which agents to deploy to build your deck for missions and the ability to add cards to the deck of specific agents in particular, cool team building elements there!
- UI scales perfectly fine when the window is maximized, but at least on my browser, the "Abandon Run" and top part of the UI was cut off in windowed mode
- I was able to click and drag on the MCI insight bars to raise/lower it (I assume this is purely a visual bug because it did not seem to affect gameplay on the backend)
- Sound effects were great and really added a lot!
- Some UI elements could be larger text for accessibility imo, I had difficultly finding the button to remove a deployed agent to swap one out and reading the mission text in particular (I was playing in windowed mode on a browser)
- Game flow suggestion - mouse hover over a card "selects" it and moves the card forward, then clicking plays the card so the user only has to click once rather than clicking twice on cards each time
Overall very enjoyable and ambitious deckbuilder to tackle in a month, and definitely up my alley! I'd play more if you end up adding to it.
Thank you for playing, glad you enjoyed it! I can't believe I left the MCI Insight bar as interactable but thank you for finding that, should be purely visual! You're also the second person to comment on the dismiss agent button being too small, so I'll definitely be improving on that. I'll also revisit some game flow to see if I can improve on double clicking the cards to play them. Thanks again for playing, and for the feedback!
Took a bit of time to understand how the game worked, but when I did, it was pretty addicting. Nice balance between luck and strategy, like any good card game. Music and sound design are very solid. My biggest problem is that the UI seems to mess up when I zoom the window in/out, which was a bit annoying considering the game screen was too tall for me by default. It's really noticeable considering how point-and-click-heavy the game is. Overall, I liked it.
Like your game. I haven't managed to win (yet), but will return later to try again. Was overconfident, that time has come to do the final mission :-D
- The game flow between City map, Mission, Choose your reward, Drawing & playing cards is at the point
- The Music contemplates everything really well (also the slightly different audio feedback for playing the right vs. the wrong type of card is noticable in that regard)
- It is well balanced - there were some reall tight mission endings
My points for improvement:
- I wish the little icons (the blue lock etc.) would have an explanation in mission. When hovering a card, showing a short info for what it does and what effect it has (personally always prefer in-context help over separate sections for Tutorials)
- The numbers were calculated in a way I didn't expect. E. g. I played a Card which should add 3 to my progress, but instead it added 6 - also here, a preview of what is actually added would be cool (if this is intentional)
All in all - good, solid, polished game entry!
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