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Velvet Garden's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Soundtrack/SFX | #67 | 2.530 | 4.000 |
Overall | #79 | 2.530 | 4.000 |
Gameplay | #81 | 2.530 | 4.000 |
Overall | #82 | 2.530 | 4.000 |
Graphics | #90 | 2.530 | 4.000 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I am amazed you could squeeze an entire card game for this jam, catchy music, and easy to pick up and play, graphics are amazing for this kind of game, great job!
This was pretty cool! Also feels really authentic, it really feels like something I could have had on my Game Boy!
I also dug the music, nice percussion, although it did get a little repetitive during the length of the match.
I'm surprised by how easy it was to pick up the game! At first I was like "oh noo, that's a lot of text and a lot of different cards", but jumping into the game after a few rounds and stumbling around with the controls it all made sense and was a lot of fun in the end!
I'm wondering if there's a point to deck building given that there doesn't seem to be a difference in the cards aside from numbers? Given the sheer number of them it would probably be impossible to give them all unique effects during the course of the jam, but it's hard to get invested in deckbuilding if the only differences are dry stats. 😓I'm guessing that there's a bit of difference in playstyle depending on what stats you prefer? Like each suit has a preference for one of the 4 stats?
Although, the fact that they didn't have abilities helped contribute to making it easy to pick up, so tradeoff there!
The only other thing to mention is the turn end button. Holding down shift is a bit strange and feedbackless to me when everything else is so straightforward, was there a reason you decided against a selectable "Turn End" button on the screen or just automatically ending the turn when you get to 0 AP (there isn't anything you can do in the game at that point, is there? I always felt kind of like I was missing something when I had 0 AP, like I could be doing something else)
Some visual indicator might also work, like in more modern games similar hold-down to activate systems produce a loading circle so you can see how long you have to hold it down and that you're doing anything at all.
Not a big deal either way though, this was really cool, and impressive you got a whole card game (with working AI too) with this much detail done in the span of the jam!
Interesting tcg, but a little convoluted. Also I believe you would've gotten better results with less art but more work on each. Cheers!
Lovely. Reminds me a lot of the card game in Skelly Selest