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Storm-Deck's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #1 | 4.714 | 4.714 |
Fun | #1 | 4.714 | 4.714 |
Overall | #1 | 4.314 | 4.314 |
User Interface (UI/UX) | #2 | 4.143 | 4.143 |
Visuals(Graphics) | #3 | 4.143 | 4.143 |
Sound/Audio | #4 | 3.857 | 3.857 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
DevLog Link
https://raghunandan.itch.io/storm-deck/devlog/810142/storm-deck-city-builder-card-game
Developer Feedback Questions
Was the gameplay easy to understand?
How difficult did you find the game?
How much was the variation in difficulty across runs?
Was it easy to follow the changes happening after card placement?
Any other thoughts/feedback.
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Comments
I played and wrote feedback for this game during Brackeys Jam, so now focusing only on your feedback questions:
Understandability: Gameplay is mostly easy to understand, but having to hover on the environmental elements to know what they are is a bit unintuitive, probably because the text doesn't show up immediately.
Difficulty: Took me 4 times to beat even though I played this before in the Brackeys Jam. You really have to understand those environmental elements if you want to beat the game. At first, they seem like hindrances, but there's a few ways you can use them to your advantage.
Difficulty variation: Some runs felt impossible, others felt much easier. Since your cards, the storms and the environmental elements are all randomized, I think this is bound to happen. This often happens in roguelikes and other games with randomly/procedurally generated content.
Following changes: This was confusing at first, but I got used to it. When I placed a card next to a swamp, and it effected other cards, I think those effects should have happened first, before the swamp moved the card.
Overall it has clearly improved from the Brackeys Jam version, even though the original version was already very good!
Great job with the game! Simple but engaging idea, and I had a good time playing. It reminds me of games like Minesweeper and Solitaire, and I could totally imagine playing this while taking a break from working.
Some specific things I liked:
Some things I think could be improved:
Overall, I thought you did a great job with this game. There's a lot of potential here and I think there are a lot of people that would enjoy playing a game like this.
Edit: Just revisited the game and realized there IS a tooltip. For some reason, it didn't trigger when I played before.
Thanks for playing and the detailed and encouraging feedback!
Realy good game
All people slhoud play
Thanks for the feedback!
Your welcome you doed the same think so
What I liked about this game:
-The gameplay
-The gameplay
-Ah, and also, the gameplay
What I think could be improved upon:
-This game desperately want more depth. This game can accommodate way more than 41 cards. The same four starting terrains especially are a big limitation to replayability.
-There are no fairies in this game :-(
Dev Feedback Question:
-It was pretty easy for me to understand how the game worked
-I got 145 points on my first try, 147 on my second, then I never lose a game
-The more hard runs where by far the ones with swamp badly placed (like in a corner and next to the jungle), and the ones with no early obelisk/longhouse
-No problem with that
Random thoughts:
-Most of my games where easily won by abusing the combo between the swamp and the obelisk/longhouse.
-I think a bit more could be done to make level 3 storms feel worse than the level 2 and 1 ones
-The grassland explanation wasn't pretty clear to me
-Seems like you can win if you play the nuke plant on your last turn
-What happens if you have no more building to play, but haven't completed any of the finish conditions (if you duplicated clocks to have no time issue and duplicated castles to give yourself enough space)?
-I see what you are trying to do with the pagoda, but it is quite hard to get good value out of it
As a bonus, another win end screen:
Thanks so much for playing and the detailed feedback!
I think you could say "When a building is placed nearby , transform a random other card of your hand into a copy of the leftmost card of your hand". That would make the terrain effect clear before trying it out.
If the player has no card left to play, the game should probably just end with a defeat.
Don't forget the fairy. ^^
Thanks, I'll work on rephrasing that.
Oh yes, the fairy. The game only has buildings/structures right now. But if there's something associated with fairies I'll be happy to include it in the game :) I already have Tree-House. Or Mushroom-House. Can call either of these Fairy-House. Or Fairy Castle, etc.
Maybe a fairy forest?
Hmm... would that be a structure? Or could be a terrain?
Also if you have ideas on a suitable mechanic/effect for it that would be cool :) I'm not too knowledgeable in fairies. But considering they're into magic and such it should suit a bunch of effects.
It certainly should be a terrain. A bunch of effects that would suggest trickery or randomness would work, my first idea was "when a building is placed nearby, give -3 if it has an uneven number or +1 if it is even)"
Infinite clock towers combo is very fun
Haha! Nice :)