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Panzer Decks's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Likelihood to make money | #6 | 3.600 | 3.600 |
Potential for Post-Production | #7 | 4.333 | 4.333 |
Gameplay / Fun Factor | #11 | 3.667 | 3.667 |
Music & Sound | #12 | 3.467 | 3.467 |
Overall | #12 | 3.573 | 3.573 |
Art / Aesthetic | #29 | 2.800 | 2.800 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you submit to all previous sprint jams?
Yes
Was this made by a team or a solo jammer?
Solo
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Comments
Games seems fun and it sure has potential to be expanded a lot!
The only massive problem I see with the game is the starting deck that is very slow and often leaves you with empty turns when you cannot move or cannot shoot.
The first games are usually boring, you plant yourself in front of the enemy and hope to draw an attack cards since trying to move around to avoid being hit is too random. You will usually need 1 card to turn, 1 to move and 1 to shoot but in my games I never managed that.
Still, great work!
This game is really cool and has a lot of potential! I hope you keep working on it and flesh out the deck building mechanics! Being able to remove cards from your deck would be amazing!
Card removal is something I plan on adding soon. Will continue to work on and improve the game further. Your feedback is encouraging :)
Really love the idea of a card game with this twist! Lots of fun playing and will for sure be going back for more!
Great to hear that! Will be continue to expand and improve the game. Hope you enjoy it in future too.
I think overall you have the guts of a pretty good deckbuilder, but there's one thing that's spoiling it for me, and that's the starting deck. Traditionally in deckbuilders, the starting deck is a plain, vanilla, uninteresting, but reliable base for you to build your deck off of, and it's nice and thin too so that you have some space to add cards before your deck becomes too bloated.
Like, in Slay the Spire, a character's starter deck will be almost entirely Strike (deal damage to enemy) and Block (stop damage from enemy) cards, with a couple special ones thrown in so you can touch that character's main mechanic.
In Panzer Decks, you get a starter deck that's already pretty bloated to begin with, and which has no duplicate cards (you don't even get a second "Advance" card, it's brutal), and it's even random, which takes away some of that deckbuilding agency when the game throws in a weird card and is just like "hey, take this Strike Left card, it's super hard to use but that's not my problem", and it just bogs down the experience when (depending on the cards I draw), some turns, I just can't move, and other turns, I just can't shoot (I've had turns at the start of a round where I'm just like "well, I can't move towards my opponent, so I guess that nothing's gonna happen right now). I'm used to that feeling in deckbuilders, but I'm used to it happening as a consequence of my actions (taking too many cards and making my deck too bloated, never deciding to remove cards from my deck, etc.), whereas here, it's the default.
I'd really like it if the keywords were simplified some and you got some basic "Move", "Rotate", "Shoot", and maybe "Block" cards, rather than having individual cards for each movement direction, rotation direction, swivel of the barrel (which I think could totally just be made a thing that you don't have at the start! it could be a cool thing to get from a card drop!), two different ways to fire, three different ways to block, and two random cards.
I really wanna play this game! I think you have a really interesting deckbuilder! I just want my starting deck to be good!
Thanks for playing, and the detailed feedback!
I get your suggestion for having generic “Move”, “Turn”, etc., and leaving out Swivel initially which will reduce the number of different cards. The direction specific cards were a deliberate choice. The situation now is that the starting deck has one card for each basic movement + 3 random cards (for a total of 15 already), leaving no room for duplicates etc. I liked the suggestion of Swivel coming in later, however this would require that move and turn suffice initially. Right now I was thinking of Swivel also as a basic action. I felt having a few random cards in the deck will push the player to explore some cards they may not otherwise, but will reconsider this.
It is encouraging that you liked the game in general. And I definitely get the pain points you’ve brought out here. There’s a certain kind of gameplay that I had in mind with these cards. I’ll work on this feedback and see how to improve. I’m not sure how exactly, but will try out further changes in the coming versions. This feedback is super helpful. Much appreciated!
>What was the most frustrating moment or aspect?
I found myself wanting to trash most of my cards most of the time, generally felt like I just needed the ability to move forward more than ever, and didn't get movement cards in my card drops that I wanted.
>What was your favorite moment or aspect?
I like the new icons alot.
>Was there anything you wanted to do, but couldn't?
I wanted to either do more attacking or movement, but never seemed to have the right cards.
>If you could change, add, or remove any 1 thing, what would it be?
I would simplify the starting deck down to a barebones version and worry about adding interesting movement through drops. That, or add different tank characters that each have a special ability and different starting deck. I would also consider taking out the slide right and left or jump cards as those are kinda weird given the theme.
Thanks again.
Controlling the variance in the drops is a possibility. Card removal is something I couldn't fit in just yet, but will do in future. Glad you liked the icons. Different tank characters is definitely in the plan. Also yeah, slide and jump is a bit of a stretch, but I liked them :) Let me see what I can do here.
Appreciate your detailed feedback!
I will NEVER turn or swivel in this game cause you'd have to bet on getting the direction right next turn.
I can see a couple of different builds people can run with the cards I've seen so it's in the right direction.
Thanks for playing! Movement in general is something I'm working to improve. Good to have your feedback on the turn/swivel. Potentially some builds could avoid certain types of maneuvers/cards. But yes, in terms of overall balance of builds there's a lot more to do. (Eg: If one is able to always complete campaigns without turn/swivel) Will continue to work more in this direction. Appreciate the feedback :)
As I said during the previous phase, this is an amazing submission! The game feels fun and challenging, the new card types and art are great, and the music fits incredibly well. For me one of the best games of the jam. Congrats!!
Thank you :) Glad you liked the updates to the game as well. I do feel encouraged to continue working on the game. Much appreciated.
I really love the concept of this game! At first I was super skeptical how it would feel playing but it's actually super clever. The way you have to balance the gun swivel vs the direction you're trying to move is cool. I don't know if you're planning on continuing with this but I really hope you do as I think there is a lot of promise and potential. Would love to hear some feedback on our game as well! Good luck with development!!
Thanks for your kind and encouraging words. Planning out the movement and attacks is one of the core components, and I'm glad you liked it. I do plan to continue working on the game. If you're interested, here's the link to the game Discord: https://discord.gg/t4rtg9Ckcw
Regarding your game, unfortunately I don't have access to a Windows machine, and would be happy to play if there's a Mac or Web version possible sometime.
Nice game! Please try mine!
Thank you! Glad you liked it.
As for your game "Rolling Downfall" it seems interesting, but I'm unable to play it. I downloaded the Mac version, but I don't see any executable there. If you can update the build or make a web build sometime I'd be happy to play it and give you feedback.
By any chance, do you know how to do a PROPER Mac build?
Was about to respond here, but noticed you have a new Mac build, and this one works! I've given you my feedback on your game page. Cheers!
Thank you so much!