I've come back several times to play more of this. I just can't stop. I am wondering if you are willing to share some of the code for building things on a grid like you did in your game. I've been working on a project with grid placement similar to that and I've been having trouble with it. If you're not able to share anything that is fine too, just wanted to ask since you did really well with this game. (And some of your other games that I went and checked out) I just get so happy and proud when I see others make super cool things in Godot!
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Cards of the Scaling City's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Style | #725 | 4.013 | 4.013 |
Enjoyment | #1047 | 3.526 | 3.526 |
Overall | #1080 | 3.636 | 3.636 |
Creativity | #2224 | 3.368 | 3.368 |
Ranked from 76 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're scaling up the scope of a city by building it, while trying to build up a deck of cards to match the scaling score.
Development Time
(Optional) Please credit all assets you've used
Font: m5x7 by Daniel Linssen
Palette: WoodSpark by Anubi
Music: Unnamed, by PhilRaco
All other assets are mine.
Comments
Oh hey, thanks for checking out my other stuff! It's cool to see other people use Godot too.
Funnily enough the building placement code is pretty divorced from the grid manager code; It's a Node2D with a sprite attached that only moves in steps of the grid size, and it checks for where you can place it on by using an Area2D to detect the tiles and buildings (which also have Area2Ds attached) and reading their data.
It only signals the grid manager once you click and place a building down, and that's to put the building it creates into the dictionary it has of placed buildings (So I can get the positions of them later for the synergies)
It's probably super janky and not the greatest but it works fine, especially for a jam game.
Hope that helped!
I'm happy to that is how you got this working. The way that I've been building out the code would be really similar to what you described. I didn't even think about using a dictionary with the grid manager. The way I was considering doing it was with Area2Ds, though making them like a puzzle piece that slightly overlaps into the neighboring tiles. The tiles would also have another Area2D to mark off the tile as being used. I've already started with the puzzle piece method so I after I try that out some more I'll get back to you oh how well (or horrible) it worked.
Honestly though, I really want you to make more of this game. I've been playing it for totaling over a couple hours now. Have I beaten it? No... Have I gotten close just for RNG to give me the finger? Many times. Still with that, I can't get enough of this game. The cozy music, the little sprites, the sound effects, the way it makes me think. This is honestly my favorite game in the Jam thus far and I am skeptical of another taking that place. It just scratches so many itches just right. Your game is REALLY GOOD!
I'm definitely thinking about it. There's a lot more I can improve; UX, polish, a discard mechanic, more policies and cards, actual Balatro-style boss fights... Not sure when or if I'll do it since my current main project is getting really close to having it's first world content complete and I can actually start thinking about making it public, but it's definitely on the table!
I'm glad you've been enjoying it that much, though! I'm honestly really proud of how it turned out even if it's rough around the edges in a lot of places.
This was an incredibly polished rogue-like experience! The art, menus, and fx were all really lovely. I did have a few suggestions for quality of life features, though. It would be great to see what a building's effects are after it is already placed on the board, I sometimes forgot whether I was placing things with the right synergies. It would also be really helpful to see the card icon on each square of the board when you are placing a tile, as I wasn't quite sure sometimes whether I was placing the card in a way that utilizes its effects. But overall, this is really great work, congrats!
Really enjoyed this! Love the pixel art, and really enjoyed the range of cards available and the interactions between them which made planning ahead essential.
Absolutely loved the art. Took me a few tries to understand what structures do what and how many points each give. Some more tooltips for placed in structures would be a nice QOL update but for a jam game, this is a really solid entry!
I had no issues with the tooltips.
It would be nice if I could see how many points a building gets me.
I love how many boni there are for adjacent tiles. You always have to think where something would fit best in the city.
Looks like we had pretty similar ideas, I love the direction you've gone with all the positional bonuses! It's pretty difficult to remember everything that's going on, would be great if you could still mouseover the building when they're on the board for a reminder.
Really fun game, love the aesthetic the pixelart is amazing. I love the UI and everything. Only thing that was kind of annoying for me was that there was a timer on when the descriptions showed. Might also be nice to see some indicators on where possible synergy locations are :)
All in all very very solid entry loved it!
Really fun game, love the aesthetic the pixelart is amazing. I love the UI and everything. Only thing that was kind of annoying for me was that there was a timer on when the descriptions showed. Might also be nice to see some indicators on where possible synergy locations are :)
All in all very very solid entry loved it!
Really cool game. Love card games and this one hold up. As feedback, the game just needs a bit more clarity giving information. Some icons in description are hard to understand, it would be nice to have a toggeable legend to see what thing it is. Also, let player get information on what they already built just like the cards do. Other than that, the game is pretty much perfect!
Fantastic game. The music and art were great. I played this multiple times because I really like roguelikes, and this was a really good one for being made in only 96 hours. Well done. The only critique I have is that the font was sometimes blurry, and the descriptions got cut off sometimes.
The UX makes the game really hard, but I enjoyed it! Great submission
Solid gameplay, extensible and has great potential for the future. Only thing can be improved in the UX, like previewing placement and bonus, marking the tile type, etc. Enjoyed overall!
Awesome project with so much potential! 5/5! I’d appreciate it if you could check out my project too!
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