Thank you :D Reordering is a cool idea.
ille
Creator of
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Thank you :) I did some last minute fixes before the deadline and forgot to export for the download versions, so the browserversion is tiny bit less broken (music loop and some shaderoptions issues are fixed there)
I love the cardsounds too :D they are cc0 from Kenney.nl https://kenney.nl/assets/casino-audio (which are btw the same sounds LocalThunk used in Balatro)
Very fun gameplay :D but you should force the player to run around, maybe collect coins or something, because i managed to cheese the whole game mechanic of beeing careful, by standing in the corner and shooting at that angle like in the screenshot
At one point the game just crashed because of one gazillion spawned projectiles :D
All in all a good game. Well done :)
Shaders are pure magic created by math wizards :D
I used this one to make the hit animations with some minor modifications https://godotshaders.com/shader/color-cycling-hit-effect/
This Video explains how to add shaders in godot
card_texture.material.set("shader_parameter/mix_ratio", 1) tween_damage.tween_property(card_texture.material, "shader_parameter/current_frame", 6, 0.1)
Thanks :)
My game has about 1/100th the depth of Balatro and different card rules, so it doesn’t play anything like Balatro.
Balatro is a roguelike deckbuilder poker game with some crazy incremental mechanics where you combine poker hands with jokers to perform incredibly insane combos and score extremely high numbers (like 10 to the power of 2000 zeros) when you master it. It's super addicting!
Thank you very much :D. I've used Maaack's game template plugin for most of UI logic and then did a few theme adjustments (label,panels,buttons etc.) to replicate the Balatro UI.
Great first release. I died shortly after the locked door. Managed to bruteforce the lock by only counting the stars and then trying 99 combinations :D
A restart button would have been nice, or some checkpoints. After the first locked door would be a good restart checkpoint imo.
I had 4 hearts but died instantly to the electric arc, so did not understand really what the hearts where for.
Other than that fun game :D
One of my favorites so far. Very clever combination of breakout and survivor mechanics. Very cool 😊. Great job.
Also maybe I had very lucky strong builds, or the difficulty is a bit too easy. My strategy was to trap a ball in the horizontal axis near the middle so it bounces from left to right in a hopefully straight line. Then, I kited everything into this deathzone.
I really enjoyed the twist on the shooter theme! It took me a couple of tries to understand the mechanics, but once I did, I found it addictive and engaging. I got around 540 points on my best try. Is it endless?
Just as an idea, a progression system would be really cool if you plan on expanding this game. For example, the boss could have multiple HP bars, and when you knock down a complete bar, the difficulty increases.
Thank you for the kind words! :D I fought really hard to fix that bug but still haven't figured it out yet. The damage calculations are correct as far as I can tell, but the visual representation of the card value is often off by one after a fight. I'm pretty new to tweens, and my guess is that somewhere in my tweens lies the problem, with some "awaits" in between a destroy tween and the "taking damage" tween, which maybe causes a race condition where the card gets destroyed before the texture is changed.
Thank you, Congrats on winning :D
Your suggestions about the card icons and colors are noted. Your suggestions about the card icons and colors are very valid because often it can be confusing to determine which reflection/inverted card is part of the next turn. Thinking about that, maybe some contextual tooltips or highlighting opponent mirrors when hovering over an enemy card would have helped. That's something I'll try to improve on in the future. Glad you enjoyed the game!
Excited to hear you liked the visuals and animation! :) I'll definitely work on a tutorial and consider adding the additional mechanics. Before I put in the effort, I first have to read up a bit to see if I could get into any legal trouble because of the blatant ripoff or potential intellectual property infringement.
In the end, it's a fangame, so it will be purely a passion project. :D
Happy to hear you had fun in the end! :D I had planned to add different stages of difficulty (like more/less HP or increasing enemy deck size, with added handicap cards that only the enemy could draw, or maybe a boss card with more health or abilities). In the beginning, it was very hard to win for me, but now, after so much playtesting, it feels too easy if you follow certain strategies.
I'll work on improving the learning curve and making the game easier to understand from the start. Thanks for the feedback!