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Cards Against Luminosity's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Uniqueness (Originality of the game) | #7 | 4.056 | 4.333 |
Fun (Overall enjoyment) | #15 | 3.026 | 3.233 |
Balance (Speed of the game) | #17 | 2.855 | 3.050 |
Theme (How well it fit the jam) | #25 | 1.981 | 2.117 |
Ranked from 60 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This has some really fun mechanics, it's a shame you didn't have more time to balance it out. Still, by the end of my playthrough I was enjoying just tinkering around with different card combinations. As you can see in my screenshot below, I had started making an automated point generator setup. However, I started to have some visual bugs with cards doubling up in slots and drawing at weird offsets. The late-game stuff is really fun though, you could definitely develop something bigger with this.
The early game was a bit slow though, I'm not such a fan of putting a cooldown on a clickable like the draw and submit buttons; either clicking or a timer is fine but both isn't so much fun. Also, I wonder if the shop stuff could fit on the same screen as the play area, just to save some clicking in and out of them?
So, I tossed a plus card into my automation thing and the numbers blew up pretty quickly! Awesome indeed but just something to keep in mind for future balancing.
Wow, that's further than I thought anyone would take my prototype! Great feedback, very much appreciated. I certainly agree about the balancing, though I've got lots of ideas to improve that.
Yeah, the cooldowns on the draw/submit was to try and encourage the player to slow down and think, but it only makes sense to do so when you have at least a few spots on the board. Originally you started with 4 slots and a multiplier card, but I wanted to try and re-enforce the incremental aspect. It didn't work out, and if I work on this further, I'll definitely be leaning away from the incremental aspects aside from the incrementality of improving your deck.
Bringing the shop out onto the board is great feedback too. Really appreciate it :)
Wow. At first it was a simple incremental where you use color to buy upgrades but after you unlock x cards the whole game changes. In this case you start building massive chains of multiplication cards in order to rack up tons of color. It feels real great to do these combos. The rare cards seems to be possibly a too big of a step up and the rng in getting good cards could be a bit frustrating especially since the scaling of card packs is a bit messed up, eventually your game kind of becomes soft capped where cards become to expensive and take too much time to grind. Either way its really fun to play and I had a good couple of hours playing this game. Great Job!
Thanks for playing! I appreciate the feedback. It took me awhile to figure out the gameplay, so I only had the last day to start tweaking the balance, so very fair. I'm thinking I'll try and turn it into a more arcadey, point attack style game.
I appreciate the kind review :)
Some neat ideas here, and the game really reveals itself over time as you open up the mid and end game upgrades. Opening up board slots feels very good as that allows you to make stronger and smarter plays, an alternative to how the genre tends to just hand you multipliers for growth.
One of the mechanics that was the most interesting was having card removal as a card itself. It was a good way to enforce the positioning-theming even harder and worked well. Unfortunately that did make me scared to use the green automation later on, as that would've crippled my deck over time I'm sure.
While lots of bold ideas, at the same time some ideas clashed. I know you were looking to find more upgrade vectors for each color, but some of the idle waiting mechanics clashed with such an active game. Luckily that stuff gets obsolete over time, so I suppose there is a nice pain point removal once you get those upgrades high enough.
The end game cards are really fun to use and there's a bit of thought in figuring out how to balance your deck (as any deckbuilder should). Like you said in your description, there's a few builds and strategies and that keeps it all interesting. Nice work :)
Thanks for playing! By the time I had figured out my bold ideas, I barely had a day left, so there was a lot of crunching to meet the deadline. I'm looking forward to refining them in a future project. Thanks for inspiring me to continue!
Dragging the cards is hard to do
Thanks for the feedback! You can double click the cards instead of dragging, or click on the source card then the target card to swap with.