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Secrof of Nature's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #1753 | 3.452 | 3.452 |
Overall | #1843 | 3.303 | 3.303 |
Creativity | #1920 | 3.438 | 3.438 |
Enjoyment | #2099 | 3.018 | 3.018 |
Ranked from 219 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
You can use your cards however you like. One single card can be source of heal or you can reverse its role and it can be deadly attack to your oppenent. With 2 card trays instead of classic one, you can create different situations such as playing AS your opponent.
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
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Comments
Thank you everyone for spending your time with playing my game! I hope you enjoyed
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I already started developing your ideas into my game such as "Healing also changes your element form."
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In the future, I will translate this game to tabletop card game that you can print at home and play for free.
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Stay tuned ^-^
Have a great day
ʕっ•ᴥ•ʔっ YiKaG
Thank you for 200 ratings
Thank you to everyone for 200 ratings! That means a lot for me! You guys are awesome ʕっ•ᴥ•ʔっ
Please don’t mass vote entries without playing them. Fake votes are disqualified and you may be banned from jams on itch.io.
Thanks
It's really different story. We as a 3 friends were using my account in my house with 4 computers to play jam games this week. All of the PCs have logged on my account. We gave like 5-10 minutes for each game we played in one week with 4 people. With 4 person we managed to play roughly 650 games in 7 days. 95% of them were WebGL games. I don't see any issue here.
It's a more complex rock paper scissors with values if I understood correctly the game. In the sense that there are neutral, negative and positive outputs. Loved the artstyle but would change the tutorial as it is a lot of text.
I always love playing card games in jams, there's always good and original ideas !
Really nice minimal colors. Also I liked how simple the mechanics are. Wished the tutorial was in-game, and not a separate instructions screen. Great Job!
Feel free to hop into my game as well, and share your ratings and comments if you have the time!
Great work this is a really fun game. It took me until the third round to fully understand how the cards worked but once I figured it out it was a lot of fun.
That was really great game, I had to spend some time to get used to it, but after I finally realise how spell is working I start to think about how should I spend my resource.
I'd love to see more mechanics and different enemies. (Maybe showing your opponents cards)
There is always room to grow but you've already made something great.
Keep it up
Nice game! It would be even better if there was a deck-building aspect or the ability to change cards.
Wow, a 48 hour game jam and you come up with an idea that not only fits the theme, but could easily become a really fun card game irl, I am jealous of your talent! The mechanics were tight and the ruleset was quick to pick up. I'm sure that there is a lot of potential nuance the further you go with it.
I'm currently trying to upgrade this game into a Kickstarter project, then a tabletop card game like Uno.
Thank you so much for your kind words! You don't know how happy these words make me! You're amazing! Have a amazing life, stay safe!
Best wishes ʕっ•ᴥ•ʔっ
Oooh, this is a simple and fun ruleset! I could totally see this turn into a tabletop game.
I played the first two stages and wasn’t very impressed by the AI. Just wondering: Does it get smarter eventually or does difficulty only scale via health? Understandable if it doesn’t considering it was a 48 h jam, just wondering.
There are probably a few more things that could be done presentation-wise, but I really liked how clean, readable and informative the UI was, which is much more important in a strategy game than fancy visuals. Nicely done! (The only thing I’d really like to have would be a fast mode that speeds up animations)
All in all, a really cool concept. Honestly not sure if it could turn into a full single-player game, but I’d definitely like to see this turn into a two-player game, whether physical or digital.
Thank you! Yes, as you guessed AI has an intelligence level on each stage. In first it's 6/10, in second it's 8/10, and in third it's 10/10. AI decides if cards are useful or not with his intelligence score. But even 10/10 intelligence is not perfect because you won't have any chance to win. So we can assume max intelligence is something like 11. But in 10 intellect, it tries to do its best. It was really pain to write that system in 48 hours as solo. It has more than 2000 lines of code for every different situation(Most of them are switch statements xD). In 10/10 intelligence he will probably counter most of your attacks, but sadly I think 6/10 was too low for first stage because its actions feels like random.
I agree with, I don't see this as a single player experience too. So I'm going to make this as a tabletop card game. I will add different cards and more features while respecting the core elements and gameplay. If you have any ideas for it, please let me know. If you liked that, you will like final physical version too. I will create a Kickstarter project in the future when I add things that will break repetitive gameplay of this game.
Thank you for your review, and I'm glad you liked it. Have a good day ^^
The art is really good, and the idea is good but is hard to understand, i personally don't like card games, so i didn't find it so fun, but i see it's well done.
Enjoyment 3, Creativity 5, Presentation 5.
One thing i didn't like is that you can't change the card once you put it in, but i understand that it's a jam game and there's no time for some things.
Thank you for your review. I think it's a real win if you (as you said, who doesn't like cards games) gave me 3 stars for enjoyment ^^
I want to thank you for amazing ratings, you've really made my day! And thanks for your feedback, I just put it on top of my to do list for after jam version. Have a amazing day, stay safe !
i'm happy to be helpful, if you're updating, you can add some animations for the explanation and some music, also if you want you can try my game :)
Neat little game, and I liked the combination of switching element when taking damage and the ability to target either yourself or the enemy. I also liked the art style: simple but pretty, which made it easier to pick up for me (because sometimes there's too many things drawing attention and it becomes a bit overwhelming).
Although I didn't really understand the "UNEFFECTIVE" when a 3 and a 4 lightning canceled each other out. I.e. I was fire, they were water so I figured we both could take electric damage.
Also, the "End Turn" button seems redundant if I can't change the card once placed. And I very much couldn't do that, because trying that broke the game. I also broke the game accidentally by clicking off screen and back another time, which is unfortunate.
Lastly, it could benefit from some background music. And the AI was a little easy, but that's also okay for a jam - it makes it more approachable for a one-time play and a big audience.
Here's some shots from my playthrough: https://imgur.com/a/loD9Dw3
Great job!
Sadly I'm aware of that glitch. There is one main glitch that causes all of it. If you put your card on tray and wait 8 seconds, card disappears because of the misplaced timing system in my code. So it's not about clicking offscreen and coming back later. Because you probably spent 8 seconds after you put the card. Except End Turn glitch, it's just my stupidity.
All glitches aside, there is how card cancel system work if you play the same card:
-Game extracts card values and takes the result (just like mentioned in tutorial but it's easy to miss)
-If your card value was bigger, damage/heal goes to your enemy, otherwise damage/heal goes to you.
-Then game looks for corresponding element types to determine if it's damage, heal or uneffected.
For instance: Your enemy is fire. And you are lighting. Let's say you put 4-water and your enemy put 2-water. 4 - 2 = 2, because yours was higher, 2 goes to your enemy. Your enemy takes 2 damage. If enemy's value was higher 2 goes to you. Because of water doesn't damage/heal lighting you see the "Uneffective" text instead of +2/-2 because you don't effected by it.
And yes all of them is my fault because I didn't even explained it, thinking anyone can catch up with the rule. But in my comment section all I see almost no one understood that, and I don't even blame them.
Thank you for your detailed review. Have a good day ^-^
Wow, really cool mechanic, there's a lot more depth to it then I first thought. Great game!
I Kept attacking myself, well done. :)
This gives me Card Jitsu vibes hehe.
It was interesting as a mechanic that the enemy would be be forced to play in the spot that you wouldn't. I wonder how it might be if you were able to see what cards your opponent was holding, since you have the first move.
Clean art, but felt like the sounds fell short of being satisfying. Would've loved a tune to jam out to as I played, too.
Well done!
Definitely a well thought out core mechanic that makes for an interesting turn-based deck builder. I love that what you choose to play ends up essentially changes each player's class. It's a solid foundation that could be very fun to expand upon with random scenarios & possibly card types that contain extra abilities. Hope you keep fleshing it out! Well done :)