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The Legendary Hero's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #1 | 4.400 | 4.400 |
Game Design | #1 | 4.800 | 4.800 |
Audio | #1 | 3.800 | 3.800 |
Overall | #1 | 3.933 | 3.933 |
Art | #2 | 3.800 | 3.800 |
Narrative/Mood | #2 | 3.800 | 3.800 |
Polish | #2 | 3.000 | 3.000 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This is a great concept and the game plays really well. Could use a little more balancing and polish but it was still a lot of fun. Great job!
Thank you very much for playing and the feedback!
If you have a second: were there particular areas that you thought needed more balancing? For instance, deck count, enemy speed/count, card types or abilities, etc
There were a couple instances where my deck was low so I couldn't draw, but I didn't have any cards to heal with and there weren't any heals I could find without going through enemies. I also got into a situation where I didn't have any fireballs to fight and I had no way to draw them without going through more enemies. I'm not sure if the answer is just more cards or drops, or if you could come up with a creative solution with a new card type. I hope this helps!
Super helpful, thank you for taking the time to elaborate!
Yeah, those are challenges by design (I wanted there to be a resource management element) but I'm second-guessing whether they're fun challenges or just annoying haha. Or maybe just need a bit of tweaking, or alternate mechanics for drawing/healing...
Anyways, thank you again for taking the time to respond!
I would love to see this developed more! The combat system was interesting. I had a bit of a hard time figuring out the controls at first but once I got it I had fun. The music at the beginning is a little jarring but otherwise the sounds are awesome. The fireball card defiantly is super satisfying to use and I would love to see more offensive spells. And if you did expand on this maybe a way to build your deck before the level? A little enemy variety and maybe a boss.
I did encounter a few bugs. There's a card that lets you remove one from your deck but if that was your last card you're in a soft lock. The AI navigation tried to go through walls instead of around. And very occasionally the fireball would fire in the opposite direct that I put it down.
I also thought it was a little abrupt that the whole game stops when you hover over your cards. Maybe if the game slows down a little and the longer you hover the slower it gets. That way you can maintain the fast pacing of the game which was my favorite part.
Thank you so much for playing and the very detailed feedback!
That's a really interesting idea about having the game slow when you hover over and getting even slower. I debated pausing vs realtime interaction with the world and cards, and ultimately decided to have it pause because I wanted to take the game in a direction where it's more strategic rather than action-based. I did build-in a player setting that removes the pause all together (just never got around to exposing a way for the player to change the setting haha). But slowing is an interesting "in-between" option...
Anyways, thanks again for the feedback and thoughts!
This is an interesting game! I didn't get very far, but I do like the idea. Found some bugs regarding the cards overlapping and not showing me their description, and had to figure out to drag the cards onto the blobs to actually use them, but not game-killers by any means, just indicative of the time limit.
I appreciate the levels of cards - attacks, heals, deck balancing, and combinations, which give good depth and replayability. Good sound too!
Thank you! This is helpful feedback.
If you wouldn't mind elaborating a bit, was there a particular reason that you didn't get very far? Losing interest, too hard, simply not having the time, or anything in particular?
Thanks again!
I think I'm just awful at these kinds of games 🤣 born and bred FPS kid.
I couldn't keep my health bar high enough, and it seemed to stay at the midpoint or below for the duration of my playtime, possibly because I had too many cards drawn to fight with? I wasn't sure how to top it up, and took too many risks to gain the low amounts of health on the board, and ended up dying by running out of cards. Hope that helps!
Thank you, that is very helpful!
I'm realizing that players don't like that their deck is low and think that they're doing something wrong if it is, but I don't think it's possible to beat that game without managing a low deck for much of the playthrough. I understand why given the red/yellow health bar and flashing indicators. But I don't think the game would be challenging if you didn't have to manage a low deck. I suppose there are other ways of doing that, or maybe communicating that a low deck is acceptable somehow...also, I think it's almost definitely true that I think the game is easier than it is.
Anyway, the details are super helpful. Thanks!