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A jam submission

Vicious VersesView game page

Submitted by HadesTheUnseen, CrookedKaptain, ifritborn, Unfundedpurse01, Mou53 — 8 hours, 5 minutes before the deadline
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Vicious Verses's itch.io page

Judge feedback

Judge feedback is anonymous.

  • Playability - I didn't expect a profanity filter setting but its a welcome one. - Clicking through dialogue is acceptable. It's clear who is talking, playing cards is easy. - Good story introduction, very clear what was going on. Theme Implementation - Really love the theme and the gameplay. Bigot being such a strong card is hilarious. A deck builder about constructing phrases is novel and I can see this having a lot of potential if you choose to take it further. Cleverness - It's hard to tell if the cards have different effects other than being a noun or a verb and doing an amount of damage. The categories are not explained. That said, I can easily imagine the possibilities this system has to offer after receiving some polish and legwork. Artistic Style - You used Arial, Unity's default font, for nearly everything! I understand you prioritized using a sans serif font for legibility, however in the future leave that as an accessibility setting players can toggle if they're having a hard time. Font plays a big part in aesthetic, especially in a word focused game like this. - You should show numbers for player and enemy health. It's also unclear what the blue bar is and what affects it. The end turn button should probably highlight and increase opacity once the verse is filled. - Some UI improvements, I'd recommend having greater information priority for the Type and Damage. It's also unclear if categories contribute any bonuses when used during particular parts of an insult. In card games, UI tends to be much more important than usual as it's the majority of what the player will be interacting with. You've got a lot of good style going on, try pushing it further and looking into animation and UX polish. Perhaps you can click and drag cards, hover them over certain parts of the sentence. Perhaps doing so, categories light up if its relevant. You're likely familiar with Balatro and Slay the Spire, but they're excellent examples for how you can juice up your game feel. However, the game structure of Potionomics is the reference I'd recommend checking out the most in relation to your game. All in all impressive work and I encourage you to take this further! Though, now that you're no longer time-crunched I'd recommend figuring out a less cliche plot/writing and refactoring the card/hand UI/UX.

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1upwAPBAE3jjRsr2BbMqJ6ru215qnOGwpOAc3sGeqqxg/edit?tab=t.0

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!
Bard learns new words to fight madlibs style against enemies

Please explain how your game fits the theme:
What is better than a bard who becomes stronger by learning new words to sling insults

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Comments

Submitted(+3)

Cool and creative game, I learn a few new words :D

Submitted(+3)

very fun! love the characters!

Submitted(+3)

This game was really clever. A deck building bard battle starring the bard Jaque Blaque? "You're mother could bumble a sloth into hiding"! Well done y'all, I know y'all were laughing your asses off making this one. Feels like a Friday night card game with friends. I could even see this turn into an actual 1v1 card game. I was laughing the whole time. Only issue I had with the game was the UI scaling wasn't working well on web. I also think the card game itself could use some more oomph ITO of what each word does. I did like how putting nouns and verbs in the correct spot worked. You'll also want more "pop" for a card game. But 2 weeks?

Well spent. Cheers

Developer(+3)

Great feedback! It really was a great experience, and the testing phase was pretty stressful, but hard not to get a few laughs out of the phrases we ended up with just rapidly clicking through. Next update I plan on making some animations and UX improvements (I worked exclusively on the art and music for this) as well as implementing a better system for all the assets so we can scale better. Not being familiar with coding, it was a tough challenge to work so closely with a dev team, and has since brought me down a rabbit hole to familiarize myself more with what's possible, and easiest, for them! 
Thanks so much for playing, and for the comment!

Submitted(+3)

Okay this was something different. I like the premise of it, and feels like a there is quite a lot of potentials too! I like the idea of just using word as an attack, and the funny story throughout the game. The insults were also very funny and made me laugh a bit. (Guess I am a horrible human being then)

Now for some feedback. I think the word mechanics would be much better with a bit more work, something like you need certain types of word to be effective, certain words work much better with each other, that kind of thing. It will also makes the game feels more strategic and thus more sense to building decks. Also, it would be good to be able to zoom into each cards, as reading such small text is really draining to the eyes.

Anyway, good job on making this game and I look forward to the next one!

Submitted(+3)

I think the card design could use a little work, do the categories really need to be on there? and the damage is small. Seems like the most important info is the word and the damage, those should be displayed prominently. I got to the deck building screen and was a little overwhelmed. At that point I really had no idea why I would pick one card over another other than damage. I like the idea here and the mad libs were funny. Goob job! Keep making game!

Submitted(+3)

This is awesome, madlibs meets a deck builder is so awesome and I am so glad I got to experience this one. And your insults being weapons is just so cool!

Submitted(+4)

I didn't know I needed Cards Against Humanity meets Monkey Island insult duels in my life.

Now I know!