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(+2)

Hi Gabriel! I always look forward to see what you've cooked up for jams. 

I love the puzzles of turn based combat games. They feel pretty tough to pull of for game jams, especially in 48 hours, so well done. But then I noticed... 

"sprites made ahead of time, along with the core of the battle system"

I know it's hard to draw a line when it comes to premade code. I technically reuse my audio manager script which is just a few lines to manage a slider and a singleton method, but an entire battle system seems a bit outside the spirit of a game jam. 

That being said, I really enjoyed the combat. Once I figured out the aspects and the enemies' resistances, it was a thoughtful puzzle. Until I realized that you only draw one card per turn. This absolutely killed the gameplay for me. With your deck having such a high percentage of cards that manipulate the element without doing damage, I had a ton of dead draws and wasted turns that felt really bad. Was there a reason you don't draw back up to max every turn? I assumed you would since two aspects directly affect max hand size. 

But really, huge bonus points for penguin protagonist. Jams need more penguin representation. :)

Congrats on making this in less than 48 hours! Keep making games! 

(+3)

Thanks for your detailed and honest feedback!
I always want to be up front with how much code I’ve reused in jam project; like the narrative games I’ve made which has 90% of the code complete, but all the writing is done during the jam itself. In this case, the game was designed from scratch and the entire card / deck handling, move selection, enemy AI, were all added onto the previous framework. So while the “battle system” existed from before, the entirety of the code written to create this game’s experience was made within the scope of the jam.

As for the gameplay itself, I know there’s a large amount left up to chance right now and I’m looking forward to addressing that with better deck composition and rebalancing of the cards. I had roughly 30 minutes to attempt to balance the game, and this was obviously not enough. This game draws a lot of inspiration from Hearthstone which relies heavily on card draw / hand management; with Aspects like Void and Water being key to keep up your card draw. Since this is an integral aspect of the game, I’m not currently planning to switch it over to Slay-the-Spire’s “discard your whole hand and redraw it” style. Ideally, I want every card to feel useful, even if they end up being highly contextual.

But who knows? Maybe after a whole bunch more testing and valuable feedback like what you have provided, I’ll end up deciding that StS style draw is better after all!

(+1)

Thanks for the detailed reply!

30 minutes is rough, sorry you didn't get to spend more time on it. I'd say it's in a great place considering then lol