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Red 52's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #26 | 3.524 | 3.524 |
Special Object Implementation | #33 | 3.952 | 3.952 |
Overall | #61 | 3.151 | 3.151 |
Visuals | #62 | 3.143 | 3.143 |
Theme Implementation | #65 | 3.190 | 3.190 |
Gameplay | #75 | 2.619 | 2.619 |
Fun Factor | #92 | 2.476 | 2.476 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How is your game related to the Theme and Special Object?
The player has access to the ability of throwing cards which randomize with each throw
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Comments
The pixel art was clean and the music was nice! Overall, the presentation was good, though the gameplay felt a bit lackluster and slow with not much to it. But it fit the jam's special object quite well, great job!
Thanks!
Super fun! pretty hard to dodge the enemy cards, maybe I’m just bad lol!
Thanks man! The balancing for this was super wack, haha. I feel as if I could've made the enemy cards vanish alot faster but they're certainly avoidable if played against properly. Thank you for playing!
Great potential for a more advanced game ! In the actual state, we don't really feel any difference between the weapons, the pace is a little too slow, and the projectile aiming makes the game way too hard and punitive, but I would look forward for the next ! Good job :)
Btw the music is INSANE can you credit the artist behind it please ?
Oh yeah totally, here you go
The card types were sorta lazy, I must admit. But I feel as if the game was relatively fair and simple to understand and that was my main goal, thanks for playing!
Hey cool game! a bit hard to under stand but simple enough when I got the hang of it! Music is hard and i think you did very well with it!.
Thanks man! Appreciate it.
of course!
Nice idea and cool mechanics on bullets. I also liked how the bullets and health bar was cards and the music was well matched for the pace of the gameplay. I think the major problem is enemy bullets tracks the player for far too long. I spent most of my runs just circling around waiting the bullet to stop following, i don't think it's necessarily bad but because the map is kinda small it makes dodging bullets even harder. Except this issue great game!
Thanks! Balancing was a major issue during development, I wanted to keep the game fun, fair, yet challenging. Guess I never really managed to get to that point. Thanks for playing!
Neat idea. I really disliked how the enemy's cards tracked me, making dodging super difficult and tedious. I also felt a bit confused that it seemed there was no way to control which cards I could throw (seemed to always be the weak Spades), maybe I missed something.
The soundtrack was banging and I had a fun time. Nice work!
If the enemy cards didn't track the player then the game would be FAR too easy. Also the card pool is entirely tied to your health, losing the corresponding heart also makes you unable to receive that random card. Thanks for playing man!
Nice work! We had similar-ish gameplay ideas! I feel like the pace was bit too slow at the start, but in comparison mine starts out too fast :P So it evens out :D
I actually played your game and really saw that, haha. Thanks for playing anyways man!
cool game
Thanks!
Nice idea. Wish there was more to the game than just one enemy :v also didnt saw much difference between card abilities
Enemies were planned to have different abilities but due to my spaghetti code I couldn't get it working in time. Also the card types are incredibly different with the diamond piercing, club being larger, heart healing and spade being a regular bullet. Thanks for playing!
Nice art style and the music was also pretty great! Combat was a bit hard for me but its overall a fun experience
Thanks! The combat was made to simulate the difficulty in arcade games, although it can be pretty harsh at times.
I like art style! but a little difficult for me to play
Thanks! Everything was drawn and programmed by myself, other than the thumbnail... was NOT having a good time with that. The gameplay is hard in order to mimic the feel of classic arcade games and their rapidly increasing difficulty as time goes on. Thanks for playing!
the "combat" is too straightforward, it feels like there was a lot of effort put to mechanics that don't really enhance the experience. As a player, I just need to throw the card at the enemy.
The combat was the main focus of the game but also keeping the game simple was a major part of this project aswell, the card functions are straight forward and created in a way that, if used correctly, can seriously benefit the player. The diamond's piercing at max health can be used to chain damage if used properly, although I do see how it wouldn't really have a chance to really "shine". Enemies were planned to have the player's abilities too, however, due to me rushing through development I couldn't get them working with my spaghetti code... Thanks for playing!