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Card Quest's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Uniqueness (Originality of the game) | #12 | 3.662 | 4.375 |
Balance (Speed of the game) | #14 | 2.912 | 3.479 |
Fun (Overall enjoyment) | #17 | 2.808 | 3.354 |
Theme (How well it fit the jam) | #26 | 1.360 | 1.625 |
Ranked from 48 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
At first I was sceptical if this was really made in one week. After checking the github repo, I found out you made 234 commits in 7 days! This game is truly impressive. I don’t really see where it fits the theme, so I marked it down a bit on that front. The gameplay is really fun though. The idea of having to create resources in order to craft items is intriguing. I also like the ability to summon enemies to get easy souls is a nice addition. Card packs are eh but overall a great game. 10/10 on all sections except adhering to theme.
Thank you so much!
I had the idea a few days before the jam, and got so hyped about it that I decided to make it when I didn't get a better idea with the theme.
I'm glad you liked it!
Easily the boldest entry I've seen so far, you have a knack for doing this stuff! You played to the natural and untapped synergy between CCG-deckbuilding and incrementals to make something really fresh.
There are several upgrade layers at work here. The one I want to highlight is the interplay between gaining new economy cards and playing them in the match. I like that the concept is to have a ramp up in the strength of your cards vs the pacing of the enemies appearing. That is, in theory you'd want to build some bronze tools to take care of early mobs, while teching up to stronger tools over time. As you gain new cards over time you can go further with your economy and also ramp it up quicker. Unfortunately with the current balance, that ramp up is a bit too quick and you don't get to enjoy that climb - it's better to just go straight for your best tools, taking hits from the enemy if needed. I'd love to see this portion evened out more in a full version.
You have an absolute ton of content here so it's only natural the pacing and progression is a bit odd- the idle mechanic especially throws this part off as it weakens the value of campaign progression. With that said, I did like how the player has the ability to create an AFK deck and a manual deck. That's an angle you don't see often and tests the brain a bit differently than CCGs.
The thing I enjoy most about genre mashups is when the creator goes off and creates mechanics that don't exist in the source genres. In your case you have a few clever ideas like having soul-farmable monsters and the reverse time cards which I particularly enjoy. This is not an easy skill to develop and I'm very much looking forward to your future games!