Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Grand Robo Card ChampionshipView game page

Face your opponents in intense card battles and continually improve your deck in this TCG-style game.
Submitted by Fluburbio — 4 hours, 5 minutes before the deadline
Add to collection

Play game

Grand Robo Card Championship's itch.io page

Results

CriteriaRankScore*Raw Score
Originality & Innovation#283.6543.654
Audio#722.8082.808
Graphics#752.9622.962
Overall#763.0233.023
Theme#803.1153.115
Fun & Game Design#1112.5772.577

Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Viewing comments 22 to 21 of 22 · Next page · Last page
Submitted(+1)

Irresistibly cute hand drawn robot art. I think this is the only card game I've played in this jam which is awesome! I'm pretty bad at it, but I really want to practice and get better. High marks!

And if you haven't had a chance to check out my game Foxy Boom Boxy, I would appreciate any feedback, thanks!

Developer

Thank you for playing and your kind words! Currently, my game is lacking in the explanations department, but I'm working on improving this for the next version. Then it will be more cards, more mechanics, and a way smoother difficulty curve 🤓

I loved your game, I hope to see more from you in future jams!

Submitted(+1)

Very interesting concept, I liked it a lot.  I also lost a lot, in fact every time.  I like the idea of building your deck from duel to duel, and once you understand the system it's clear a lot of thought went into the game design.  The Recycle phase didn't make sense to me until much later and I'm sure if I played more I'd realize more of the intricacies.

The game has polish in so many aspects, but due to the vast scope and potential the rough edges of the project are more glaring.  There's so much information thrown at you from the beginning and the game would benefit from a softer introduction.  That would also let you remove the legend, which is useful for learning but took some time to fully understand and after that point it was taking up screenspace.

I felt like the art was a bit too in your face, especially when you lose, but it was all solid quality and there was a ton of it which is impressive given how much work besides art was needed for this project.

Developer(+1)

Thank you so much for such a detailed feedback, and for giving my game a good try! 

I'm sorry that you couldn't win once. I wanted to add a lot more weak cards in the game to create a proper weakling opponent, one it's almost impossible to lose against, but I didn't have the time to design more than about 20 cards. As a result, the number of weak cards didn't leave me enough cards to create a proper weak deck. You're right about the accessibility, my next challenge is to present and explain the game more efficiently, and optimize the layout and readability. 

Thanks for the compliment about the game design! I let it simmer in my head while I was implementing basic duel mechanics and AI, so there was a lot of time to think about it but it caused a lot of late adjustments, too. And I'm glad you liked the art, I honestly wasn't confident about that part at all, especially when as you said there was so much of it to draw, and this is by far my weak spot. I'm the type who can't even draw a straight line, but I decided to fully capitalize on that visually.

I'll try to keep the updates coming at least monthly, thanks again for your valuable input!

Viewing comments 22 to 21 of 22 · Next page · Last page