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Skalm's itch.io pageLink to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1Jb6G3knbN7ZL9aSo5Fxd__a0tfYAP9oPxk1aE7X8xbM/edit?usp=sharing
Have you checked that your GDD is publicly accessible ?
Yes
Is your game set to public on itch.io so we can see it?
Yes
Summarise your game!
Rogue-like deck builder.
Drag and drop cards on enemies.
Leave mouse still to hover and get tool tip for card mechanics.
Cursed Viking Sword possessing warriors to get back to its master.
Build influence on enemies, defeat them, claim cards and loot.
Some cards unlock and can be chosen on future runs.
Please explain how your game fits the theme:
The theme is "You Are The Weapon", so you literally play as a cursed sword. Skálm is Old Norse for archaic sword. Tried to tie card theme into a possessed sword. Every run, the sword can grow in power. The influence cards have the reflection of the sword from the title screen in the eye.
Is there anything you'd like the judges to pay particular attention to?
The fact that there is no mute button for the music. For this... I am sorry. Ran out of time/energy.
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Comments
Great concept for a game. The UI could use some polish, but try finding a game on this game jam that couldn't do with some polish. Jam games are not meant to be finished products and what you have here is a really cool concept that could be expanded upon later. Good job.
Yeah, as I said on some of my other comments, the UI/UX in the game is basically just the first thing we tried on everything. Not a ton of thought yet, just making sure it was there and functioned. Thanks for the feedback.
Great start to a game! What you have now is all of the basics needed for a great game. The cards, equipment, combinations, battles, all of these things are very well done! Now all you really need is that UI/UX/Game Feel polish. Things like highlighting or enlarging cards as you hover them, showing feedback when you drag cards around, highlighting targets when you hold a card over them, some sort of animations when things are attacking or being attacked. You have a really great framework here, and I hope you keep building it out! Great work!
Thanks! Yeah, the UI/UX on the game is just kind of... barely there? Everything you see is literally the first thing we tried/thought of for each feature. This was more of "how do we build this in Godot?" We also got halfway through the jam, went to build the game for HTML, and realized that Godot 4 Mono doesn't support web build... and all our code was in C#... so we rewrote the first ~700 lines of code again in GDScript and kept going. That sucked and sort of sent us scrambling in the 2nd week.
Hey this is actually pretty fun, great job!
Thanks! Was a really fun learning experience to figure out how to make it all work technically.
It's a really cool concept. I dig the art and the viking theme, and the deckbuilding elements seem like they have a lot of legs, that there's something cool going on there.
The thing that would have helped me a lot is more visual feedback about what I can do, and what the result of what I do is. It wasn't immediately clear when I could play things, how much I had to spend, what the effect would be if I did something, and what exactly happened after I played a card.
It is pretty neat how you can construct your starter deck at the start, and I'd like to see more about how the deckbuilder would play out in how you equip items to make your deck.
Also, I'm curious. The card art looks really good. Did you do it yourself?
Yeah, since we started from scratch on this, we were scrambling to get everything functioning on time to submit. So UI/UX is definitely the weakest part of the game. If we keep building it, we will add more animations to show effects and such. We didn't even have card draw and discard animations until like 48 hours before the jam ended.
There were 3 of us, and one of the guys on our team is an artist. I believe he had some of the art already started for just practice/fun, but yeah, he did almost all the art himself. I am the programmer and was able to help him a bit on the characters with my very limited skills. That is why there is more variation there, 2 of us working on it.
We also just threw a bunch of cards together to try, not a lot of thought went into that side of it. This was almost more of a technical experiment to prove we could build a card game. All 3 team members work full time on jobs that have nothing to do with making games and have families and other obligations, so to be honest we are all just relieved it is playable at all.
Great job pulling the game together! It was a mad dash for me as well.