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March of Cards's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #4185 | 2.182 | 3.333 |
Enjoyment | #4624 | 1.855 | 2.833 |
Overall | #4784 | 1.928 | 2.944 |
Creativity | #5248 | 1.746 | 2.667 |
Ranked from 6 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 throw physical dice to enemies
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?
Yes
We created the vast majority of the music during the game jam
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Comments
I have just tested the game. :) (I could not before the end of the voting period, I had too many games to test, unfortunately… ._.)
Semi on-the-fly remarks:
Found a last-chance strategy against close cards (some kings, for instance): chain-generate dice when they arrive near the hand.
Maybe you could have also used values (whether numerical or symbolic) on the dice, so that they have some varied effects (area of damage, and so on).
I think it is a nice minigame, but that it could benefit from giving more control (and variety) to the player, both in how things respond to tilting, in how you can throw, and possibly some funny effects linked to dice values. Maybe the dice value suggestion would have been too ambitious, but I definitely think that allowing mouse movement to influence the throwing direction would have added to the fun of getting all those bounces!
As a final note, I also like that you put cards as theme-related elements. :) (I know Loaded did the same, using giant spades cards as enemies!)
Thank you Mossieur for your kind words. I made the music and the graphics and I'm glad you noticed the "adaptiveness" of the music. There are actually 4 different tracks playing together, all muted except one. Once a card gets sufficiently close to the player, one tracks unmuted, already synchronized with the others, adding more layers and tension to the mood. Also (as you can notice, I'm proud of the sound design), the sound effects are all tuned to the tonality of the music (buttons clicks are pizzicatos F and the impact of the cubes a marimba an octave lower, using notes from the pentatonic scale in F, with an higher probability to play the tonic).
Being this our first jam, we focused on shipping a "barely working but also complete" game, without focusing too much on gameplay twiking that makes the game "feel good to play". Same for the QWERTY layout. There's a whole world of accessibility options or settings to implement (all of them requiring knowledge and time). We just hoped most of the people had a QWERTY keyboard (and Windows as OS).
Anyway, I really wanna thank you far taking the time to write your thought, we are both (well, at least me) very happy with what we were able to make (as our first jam).
Have a good day