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My Weapon, My Wooer's itch.io pageLink to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1il4IXLbD4lJnan939BC4lSHUJmQ40KuRg3AiDdsZq38/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!
In this card game, you will play as a cute mimic girl who has made an alliance with an adventurer she had become enamored with after she had intruded on her dungeon chamber looking all cute. As the situation calls for it, the mimic will transform into various weapons to assist her beloved adventurer in felling her fellow dungeon dwellers. What that weapon will be, will be decided by you, the player, and good old RNG.
Please explain how your game fits the theme:
You will be using cards to shift a mimic into a variety of weapons, as well as several different items that raise her companion's stats
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Comments
Outstanding visuals and an entertaining narrative! I'll be looking forward to your next projects
The level of polish here is crazy. Using cards feels great, even the dialog feels good. I'd say the discarding doesn't make a lot of sense to me though. I was just discarding everything until i got a high multiplier then i attacked. Not much strategy. That said, still amazing work!
Thanks for the compliments and feedback! I spam fed cards to Mimi a lot too while testing, so I made 0 value cards impossible to discard to eventually block you from doing so with a 15% chance of appearing. Still not perfect. I could've spent more time balancing, but my main objective was just completing the game at the time since I spent too much time beforehand drawing
Fun story! I also liked the gameplay though I feel like I only needed strategy on the last floor. The first 2 I just used any attack without thinking and it still worked.
But nice concept and nice art!
Thanks for the compliments! And that's a very valid criticism. The final floor is really the only floor that challenged me, unless RNG f$#@ed me over. If I was to spend more time balancing, I think I'd leave the first floor kind of mindless and increase floor 2's difficulty a little more
The concept of this game is super cool! I love the strategy and risk/reward of discarding valuable cards for faster score gain. The art is really well done, too.
The tutorial got a bit long winded, and the text even clipped outside of the box, but the gameplay concepts were explained well enough (and were intuitive enough once I started) that it wasn’t a huge deal.
The visual novel stuff wasn’t really my jam, but it is really impressive that you fit in a full story on top the gameplay and so many enemy designs, given the limited time!
Thanks for all the feedback! I think this is one of my better jam submissions. Concerning the writing, I agree the tutorial is long-winded. If I had more time to write, making the tutorial more concise is one of the things I'd probably try to do. But then again, the verbose writing kind of fits with the cringe vibe I was going for. I totally get if the visual novel aspects aren't your thing. I had a feeling some people would want to skip over it, so I added a skip button for the cutscenes in the bottom corner. I probably should've called more attention to it though
Amazing art and the combat feels really cool to play! The soundeffects really help with that and the soundtrack slaps. I had fun playing this, well done!
Thanks! This game was a lot of work, and the majority of the time spent on development was on presentation and game feel.
Also, I totally agree the soundtrack slaps. Eric Matyas's music fits so well with my games. You can find his music here: https://soundimage.org/