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A jam submission

Card WorldView game page

Explore the world of card as a super round delivery bot!
Submitted by Lentsius (@lentsius_bark), Mad Cookies (@MadCookiesGames) — 6 hours, 57 minutes before the deadline
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Card World's itch.io page

Results

CriteriaRankScore*Raw Score
Accessibility#23.6563.818
Graphics#34.0914.273
Music/sfx#33.7433.909
Controls#132.9593.091
Theme#212.2632.364

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

I think I nearly 100% it :D Somehow I just couldn't find the third speaker in the maze level haha.

Just loved the vibes, the character, the story and the narrator (you!) was fantastic and was fitting perfectly. The story itself had a great humor and made me laugh more than once (I am now convinced that cardboard is the way and that in cardboard we trust!). I liked the Lo-fi beats and the chill game mechanics, no lives and no real enemies - just an awesome cardboard world to explore.

I think you did a great job in presenting the world. Taken into account that you just used cardboard and boxes to build this world and the limited amount of things within it, you really managed to make me believe the world is more open and big than it actually was. Really got a sense of exploring. Observing the world from above with the graphics gave me a huge nostalgia boost - it reminded me of some of the old pc games I used to play and still love.

I experienced a bug in which in one level the boxes won't disappear when delivered and endlessly grow big and small again - which wasn't a huge problem but the sound kept triggering in a glitchy way and I had to restart.  Also i think it would be better to teleport the boxes you are carrying to the player again if you fall to death because I got very confused on where to find them again or if they ever come back haha.

Really great game that I enjoyed for more then 1.5h! Well done. A really beautiful project crafted with love.

Developer

100% it congrats! And 1.5 hours?! Oh my goodness I was already surprised by the amount of content the game delivers but this, this is beyond my expectations! Thank you for the long review you left here and honestly, that coming from you and the game you made this means a lot :)

Ah that bug is a new one, I’ll be sure to fix it for the post jam version. The whole logic of where and when and how of the boxes needs its design finalized in a way that makes more sense.

Also glad you enjoyed the character, and the story as well as the lore, I may have mentioned this before but that was definitely a part I have wanted to do in a solo project for the longest of time but this jam gave me the ideal opportunity to finally dive in, for that I am eternally thankful.

Thanks for the long comment and a wealth of information. Also congrats on your well deserved second place.

Submitted(+1)

Fantastically done! Love the story and Portal-like Cave Johnson voiceovers, as well as the BB8-like main character. The carboard feel was nicely present throughout with good warm colors. Really solid (more than cardboard!) 3D entry. I also appreciate exposing all of the filter options to disable to get it running smooth as we need/prefer. I was able to get to the end and unlock one of the secret areas.

So, basically the game is great, consider the below just the fine tune polish commentary, but not such that they really detract from my experience at all!

I feel like the ball should have a little more inertia, rolls to a stop so quickly which is super helpful and makes the game easier, but seems like judging a little bit more of a stopping speed could be fair too. Also checkpoints I feel like they should just be auto triggered instead of having to press e, but personal opinion perhaps.

Most difficult part was the floating blue portals/fans, feels like there should be some additional force helping you keep a little centered in them (though I realize that’s part of the challenge).

Minor UI bug: pressing esc to escape the Map would be nice, and also if you press esc on the map (bring up options) and press esc again, you end up still in the map but your mouse is controlling the view, so you can’t move your mouse over to click the x (if you remember to press m though, you’re good).

Final verry nitty nit pick: under UI settings, you have one slider for mouse smoothness. You have nice popups and text explaining how a lower number is higher smoothness… I’d just invert the logic, do a (1-value) or something, saves the text and makes it more intuitive.

Developer

Glad you enjoyed the experience, I very well remember your submission, what a lovely take on the theme you had! Yeah I really wanted to expose enough settings so that

a) I wouldn’t lose too much time setting it all up and

b) people got enough customizability out of it to set the game up for their needs.

Inertia! Believe it or not, the initial version was a lot more “physics” based, I then ran playtesting and as a result went for a lot more arcadey feel as the more physics based one, which although more accurate, irritated the players more than it helped the game feel. It’d be worth experimenting with an inbetween solution for the future though and seeing how it fares in relation to the previous.

Esc to exit the map is a fantastic catch, that is easily fixed and makes total UX sense.

I was working on that! On stream! Haha, but then I experienced a good ol’ brain fart and the inversion logic mad no sense to me, so I decided to take the easy way out and put an info note there. However for a more polished post-jam version this is a must to have in there, ideally ranging from 0 - 2, where 0 is none, 1 is default and 2 is double of the default. Should be easy enough.

In terms of checkpoints, that was a design decision. I wanted to give the player the agency as in some levels there are multiple options for checkpoints and the one you want to activate is the one that’ll most help you current strategy. Otherwise part of the gameplay would turn out having to find a way around the checkpoint which you don’t want to remain active as after having died you wish to return to the currently active one.

Thank you for the long and detailed post and again, for playing the game!

Submitted(+1)

On inertia: I totally believe that a fully physics based on would be irritating! (Also kudos for getting playtesting and then making design changes as a result). So if there was a scale from 0 (current) to full physics based (1), I’d shoot for like 0.1, so probably more like an extension of your current implementation of movement vs trying to introduce something new. Something that just makes the roll to a stop slightly slower.

On checkpoint: yup I totally get that rationale. Hm trying to remember, do you prompt the command + key to set the checkpoint when you are underneath it? I’d make sure at least that is done.

On the user prefs, I recall thinking “what do these numbers mean??” for a couple of the settings. So if you have that idea of making 2 = double smoothness, maybe you have a label off to the right which updated based on which “region” of the slider you are in to help reinforce the current position? Eg 1.5 to 2 makes the label say “extra smooth”. Either that or map everything from a 0-1 value, and have a small vertical tick to remind users where the default is?

Final thing… I forgot to mention in my first post, also really loved your little post-it notes and messages, great detail :) nice work again!

Submitted(+1)

Really cool game and I enjoyed playing it! Going for a 3D game is a real challenge for a game jam, and you did it well! I liked the voice lines you added, it adds some fun to the game. Cool mechanics and I think you can definitely take this further if you want to.

Congrats for your submission!

Developer

Thank you!

Submitted

Hurrr durrr Godot can't make 3D games, hahahah! Beautiful game, I'm happy we've got our share of 3D games in this game jam. I really like your post processing effects, the level transitions and the effects when getting a diamond looked really good. Your glass shader is also really interesting with a blur effect and some nice level of specular reflection too, great job! I'm not sure about the square particle effects, they looked way more stylized than the rest of the game, but since they were everywhere I'm assuming it was a deliberate stylistic decision. Music and voice overs were really good,

About the rest of the game I would say you did a great job overall, usually those physics based controls can get frustrating pretty quick but you nailed the level design to not make it so. I didn't had many problems, once I stepped into the wind/antigravity thing that was under a piston and it killed me by just touching the piston above even though I wasn't being squished by it, thought it was unintuitive. There was also a point where the carried boxes got stuck on the level and the delivery building wouldn't register them, I think I suicided to make them reappear floating above me again. The restart button doesn't actually restart the level though, it just respawns you back to the last checkpoint, I wanted to respawn back at the beginning at some point. Oh, and the saving system behaves weirdly, it kept deleting the progress of some levels, each time I re-completed a level it would forget a different one, not sure what was going on there. But these gripes are mostly a polish thing, the one thing we don't have time for in a game jam, the game concept itself didn't had many problems that I could think of. Good job!

Submitted(+1)

I found this to be an inspiring demonstration of Godot's potential for pretty 3d games when using some themed assets in combination with post processing and lighting. The comedic quips made by the speakers played into the theme without disrupting what was a simple gameplay loop with loads of polish, I enjoyed this one.

Submitted(+1)

A very ambitious project, and well made ! Congratulations !


I loved the sound design and to hear your voice.
I am amazed by the amount of polishing, the level/main/settings menus are perfect !

Again, congratulations it's almost a game you could publish right away !

Developer(+1)

That is THE nicest comment, thanks! I’m super glad you enjoyed it and had fun, I really enjoyed working on the VO, as that’s something I had wanted to do for a while now but never properly got round to it, however this jam had offered me the perfect opportunity at last :)

Submitted(+2)

Excellent game play. I found the game more playable when mouse sensitivity is set between 0.2 to  0.5. 

Developer

I’m glad I had the time to put the settings in there. mouse sensitivity depends on the settings and DPI of your mouse, for instance for me 0.7 was ideal (gaming mouse set to a slow mode), for many who tested a higher value was necessary. Overall this just shows how important a settings screen can be. Thanks for playing!

Submitted(+2)

Very nice graphics, audio, and menus. Funny monologue. Controlling the character could be frustrating at times, and the fast movement of boxes while "holding" them was a bit dizzying for me.

Developer(+1)

Hey, thanks for playing the game! That’s an interesting point you’re making and something I’ll be sure to consider should the development of the game move onwards. The boxes could slow down and hover around the player much more slowly to decrease that effect, visually the player character could be projecting an anti-gravity field above their head for instance.

Submitted(+1)

Nice game bud, impressive 3d work for a month jam, slightly laggy on my PC, love the main character design.

Developer(+1)

Thanks for giving the game a go! In terms of lagginess, I knew from the start the performance wouldn’t be ideal but I tried to mitigate the risk with the options settings, did you try to change those to see if performance would improve? Things like shadow quality and SSAO can make some difference, although I fear it might not be enough.

Glad you liked the main character! It looked slightly different at first but after the first playtest round of feedback i decided to make them more cardlike.