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Self-Operating Spell Card Squadrons's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Concept | #8 | 4.231 | 4.231 |
Gameplay | #12 | 3.885 | 3.885 |
Balance (Challenge and Fairness) | #13 | 3.346 | 3.346 |
Overall | #22 | 3.577 | 3.577 |
Use of Theme (Reflection) | #32 | 3.154 | 3.154 |
Visuals | #39 | 3.154 | 3.154 |
Story / Writing | #42 | 1.577 | 1.577 |
Audio / Music | #43 | 2.038 | 2.038 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
valis
Streaming Permission
Yes
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Comments
Really fun game. Though i kept facing off against "Rumia's elastic tale" who had a pretty bad setup. Im not sure if i just didnt connect to the internet.
Thanks for playing! Not very many people played the desktop version for a large # of rounds (and the saved multiplayer games are separate for... reasons :) ) so it's not too surprising that you faced that player's hand a bunch. Hopefully your (superior) hand will pave the way for more interesting runs in the future
I haven't played many autobattles, but I did enjoy my time with this one.
The base game of "reflectors and attackers" was easy to pick up, but most of the cards had some sort of tradeoff, which kept deck-building interesting. I also appreciate how you could still buy cards after losing (instead of it just being "game over"). One bit of feedback I do have is that the font was hard to read. If you switched to a non-pixelated font, I think that would still fit with your art while still improving readability.
Anyhow, I'd definitely follow the game if you kept working on it!
Thank you for sharing your thoughts. I'd like to revisit this game again in the future and do a UI/UX pass, as that was the most rushed part. There's also a lot of design space to be explored wrt/ card abilities that I'd like to tackle someday, I'm glad that you enjoyed what was implemented.