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This one is kinda hard to comment on. It's very simple by admission and by design, which makes it tough to compare to much more ambitious projects.

There's definitely a lot of stuff I feel this game should have had, but I can see definitely falling into the too much scope creep bin. Things like more graphics, animations, sound effects, more cards, clearer and more complex mechanics, etc. However, I think there are a few low-hanging fruit that could have been taken:

- There should be a way to restart the game without refreshing the page at the end. A button that reloads the scene would probably work.

- Better iconography would have made it easier to tell what the numbers on the cards mean. Maybe a heart beside health and a sword beside strength.

- Hovering over a card just shows... the same thing, at the same size. If there isn't something else to show here, this feature should have just been dropped entirely.

There also seems to be a bug where you can drag your opponent's cards and then the rounds start acting weird, saying you've won and then changing to lost, with a card remaining on the board.

The character designs are worth mentioning, because they're pretty neat and the art is pretty good, and the inclusion of a gallery while maybe stretching scope was a good choice to let us see them up close. Little text blurbs would have made these even better, I think, but as it stands, they're still pretty cool.

You've stated the goal here was to finish a Unity game for the first time, in time for a jam, keeping the scope very small in order to safely do that. From that point of view it's definitely a success, and one that indeed you should be proud of. I've found it's often hard to leave things by the wayside to get a game out the door- you want to get everything in, but sometimes it's just not doable.