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A jam submission

LuxView game page

Submitted by Powerdive Games — 4 hours, 15 minutes before the deadline
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Lux's itch.io page

Results

CriteriaRankScore*Raw Score
Originality#14.3334.333
Enjoyment#23.6673.667
Bonus-Points (for accessibility, theme usage and being outstanding)#33.0003.000
Overall#33.6673.667

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • This was a fascinating entry! I liked how two of the themes were combined to create something unique. The card game format was neat. I did find that the first few days were very frustrating. It was not clear to me that I had to dig back to the surface. I expected a terraria/minecraft style of game where you can just climb back out, penalty/misfortune free. I found the game very hard, especially once all of the days positive cards were used and I was stuck clicking A on a bunch of negative cards. This has good potential and with some refinement could be a real classic!

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Comments

Jam Host

Feedback:

  • Nice visuals
  • Nice background music, maybe it could change the lower the player goes?
  • Good introduction text. Not sure I fully understood everything, but I guess that's always the case with upfront infos and not having played the game.
  • Usually the first dig session feels some what unmeaningful. By that I mean, you can just click trough all the cards. I'm sure it's not, because performing better on that level also helps with the next ones. But having to decide which things to +10% when everything is at a 100% feels useless. I'm sure how to solve it, maybe just a different set of cards?
  • A major question mark for me is: When the progress bar is down, why do the remaining cards stick around? Because the main aspect is to balance when to a negative card and when a positive. So using everything at my disposla to avoid using to many negative cards, when I get to the end so that no new cards are coming, I still have to use up the one on my hand.
  • At later stages when the stats are close to 0%, ex. my health is 30% and I'm doing everything to avoid taking dmg. Just to realise I could never have made it in the first place, because I only got one "discard card" and 3 -10% health cards in the deck.
  • I think it would be better when the player can just barley make it, using all possibilities to avoid having to use some of the cards (not just with discarding them)
  • It might not make so much sense in terms of a card game and once you have cards in your hand you have to use them or discard them. But it might make sense "storywise", you use all your card to dig further down and once broken through to the next level, you don't need the remains cards anymore.
  • Also I feel there needs to be additional dynamic based on the levels, the stakes should be higher the lower you go. They do, because you have to get all the way back again. I think the deck should be different based on the level.
  • I'll definently play this some more and I'm looking forward what's more to come
Developer(+1)

I appreciate the feedback!  The bar was meant to represent the number of cards left in the deck, and I was split 50-50 on whether I should end the floor when you get all the cards out of your deck or when you play the last card.  I ended up going with playing all cards and adding the "storing" system as a compromise.  I'm working on a post-jam version, and I'll definitely try ending the floor after all cards are removed from the deck.  I do think that could solve some of the issues of being stuck with all "take damage" cards when at low health.

Lower levels do actually have unique misfortune cards, but they still have a chance of being rerolled as misfortunes from lower floors.  Plus, you keep those lower floor misfortunes in your deck, which dilutes it more.  I'll definitely look into making each level feel more unique!  Your suggestion about different sounds for each level is a good one, and something I definitely would have done if this wasn't a jam game.  The post jam version will definitely do this.

Jam Host

Yeah right, differnt misfortunes on lower level and the positive card the player has to buy. I don't know why but it feels strange only having added more negative cards when going lower, while the positive cards stay the same from the beginning. I need to play it more :) 

Hhmm... it makes sense, the you bring your skill with you so then the upper level are easier, but maybe this was the thing with that the become a bit unmeaningful. Once you have some more good cards, 1 level is "useless". Can't really put my finger on it.

Do always all card bought cards get into the deck? Together with all of the negative one from a level, always all of them?

Imagining a character going through a level, there is a certain amount of thing it has to do to get through, but not necessarily has to use all its skills available.

Really enjoyed this one.  I found it to be well balanced, and the choices offered within the shop and during the game really force you to think strategically and work with the hand you've been dealt, especially towards the end of the run.

The only additions I'd suggest would be a different background image for each level, to make it feel like you're really getting deeper towards the core.

And also the sound that plays when you visit the shop is absolutely ear-grating and made my cats dart across the room in a panic. Other than that; great little playdate game! And definitely one I'll be returning to, hoping to see a future catalog release one day.

Developer(+1)

Thanks a ton!  I appreciate all the suggestions.  I'll definitely be changing the shop sound, don't want to scare any cats!

Submitted

I really enjoyed this! A great sound design and an engaging story, with simple but effective graphics. I found very interesting the combination of deck-building and survival elements. It took me a while to figure out when to go back up, but that’s part of the challenge. I almost managed to win, but it would be nice to have some checkpoints to make it easier to retrace your steps. In any case, I’ll try again!

Developer

Thank you! Glad to hear you enjoyed it.

Well made as always, and very fun! The random elements can be very irritating (such as having way more misfortunes in one category), but I found it very enjoyable overall! Missing something that I can't quite grasp, but you could definitely do a catalog release if you get that extra oomph! 

Developer(+1)

Thank you!  I think a future version would have the misfortunes be the same four on each floor, but I didn't have enough ideas to make that many (although in hindsight I got kinda close).  I'm definitely considering a catalog version with some more polish and more card variety!