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Tempo Battle Stage (Jam ver.)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Can't Wait For The DLC / Sequel | #5 | 3.500 | 3.500 |
Overall | #6 | 3.580 | 3.580 |
Ready to Release for Money! | #6 | 3.200 | 3.200 |
Gameplay / Fun Factor | #8 | 3.600 | 3.600 |
Art / Aesthetic | #8 | 3.900 | 3.900 |
Music & Sound | #9 | 3.700 | 3.700 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Concept Jam Submission Link
https://itch.io/jam/greenlight-concept-jam/rate/2129403
Prototype Jam Submission Link
https://itch.io/jam/greenlight-prototype-jam/rate/2129403
Production Jam Submission Link
https://itch.io/jam/greenlight-production-jam/rate/2129403
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Comments
Still looks great and sounds great!
I'm still very bad at it too. I do well but sometimes I get staggered and I don't fully understand what I can do (if anything) to avoid that then I'm killed pretty quickly.
Overall, very nice job and well done!
Super solid game here. I know there were some things I was missing due to not going over the whole rule book but it was fun regardless. I will say that Daybreak seems a lot less good than Cadence. Since Daybreak has no real way to retreat I was just going ham the whole time which worked sometimes but others not. I felt like I was the little brother mashing all the buttons in Street Fighter 2 again :D
Notice a small bug with the time line indicator not matching up to the turns when a new round starts. Other than that, lots of fun.
Great job on this :)
Hey thanks for playing!
By design the key of playing Daybreak against Cadence is to find openings and try to stagger as much as possible to interfere with the Appeal build-up (Subdue is a very useful card, despite having 1 windup). Cadence's defense is very weak so basically if you land every Ruthless Strike you would win. But the intention is that once you get familiar with the mechanics and all the other characters (I'm planning to add more characters in the future) you wouldn't use Daybreak again. He's not meant to be weak, but he's meant to be a tutorial character that is very basic.
Could you elaborate on the bug a little bit? Was the timeline indicator consistently wrong during that round? It could be an async issue.
I gotcha I gotcha. I could see every character being viable all the time if there was some way to alter your deck. But that's just me thinking out loud :)
As for the bug, it would happen after the first round for sure, the indicator was ahead of the actual round that was happening. I forgot to record my gameplay yesterday, but I'm going to be playing again to get footage so I'll include some screenshots here.
Great work!
All of my positive comments from the production jam applies here too. Extra details such as the trumpets for the victory screens and the icons for accessing the rulebook and opponent moves, make the game feel more complete.
There's three minor issues that are not game-breaking and can be dealt with at a later date:
Again, these are minor issues. It is still enjoyable to play, more so once you get used to the rules and are able to strategize effectively.
Thanks for playing!
I did notice that every time I resized the window the anti-aliasing goes wrong. I thought I could get away with it in the web build but it seems not. I should look into some settings. And thanks for the feedback on the spelling error and UI!
This game is super well done! I personally am not a fan of card game genre, but I can tell you put a lot of effort into this. The art does it's job really well and the mechanics are easy to enough to understand that I was get the hang of it. Good job keep it up, I'd love to against someone rather an AI someday
It's fun! Awesome to see that the HP values can be seen in real time now. Good luck with this project in the future!