I loved this game! I will be happily sending to anyone who needs to practice their sightreading. However, I thought I should let you know the "low hp warning" effects gave me a headache.
Melon Pope
Creator of
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EGG!!
Not sure if you want to change your listed instructions, but for those reading the comments, I found the easiest control scheme was using my mouse (+WASD and space); left and right click to change worlds accordingly allowed my other hand to more elegantly handle the movement and jumps without worrying about holding down very many keys at once, and I highly recommend it.
The last jump was very difficult! After 3 or 4 attempts I decided to just clip inside the wall and jump on the insides of the wall... I understand this is unintended play but I actually found it a really enjoyable alternative at certain parts or where very thin jumps got too frustrating/nerve-wracking. Hehehe. I would like to play a game with that as part of the mechanics as well, though I understand that would probably be hell to design puzzles for!
All in all really stellar game regarding visuals, music, concept, and general polish; the one major bug ended up being one of my favourite features, so well done. (;
I liked this a lot! The walls in the puzzles felt a bit weird at first, but after I played a few levels I realised there was a lot of room for nuance in play. For instance I can pass through thin passages by wildly flailing my mouse in vaguely circular motions (strafing didn't work quite so reliably, but...)
Or maybe that's an exploit, but hey, I didn't have to restart any of the levels! (X I really liked the feeling of a purified deer being on your side by protecting you as a wall, too, it feels a lot nicer than if you simply killed them.
Submitted the project, after a couple hours adding some more card names & parameters, as well as writing instructions and double checking the installation process for new players. Probably all changes I make will be re-wording or adding to the instructions, rather than changing core gameplay.
https://melon-pope.itch.io/dragonsnap-ccg
Advice to my future self(and any readers!):
- It's best not to include anything that needs multiplayer testing on a schedule. I got to test with other players about twice throughout the whole process
- Don't develop new hyperfixation on the jam start day
- Social involvement is really helpful! The jam Discord is a great resource.
Yeeeeah I didn't get much done. But I'm looking forward to playing the other jam games in a couple of days! Woohoo! And I hope my followers at least like the drawings (X. Next time I jam, I might sign on as artist/part of a team instead. (I wasn't expecting them to be in such demand!)
The second half of the images!
Can't believe the game jam is almost over! I'll be trying to round everything off so it's uploadable and playable for the remainder of the time, as well as refining some play instructions. Unfortunately I didn't even really get into the 2nd round of cards design - that's fine though, since it helped me lift off a concept I'd been thinking about over the past few months.
Next log will probably be the last one, thanks for tuning in.
Wah ! I haven't been able to focus on my game for a couple of days. That puts me way way behind... but I still have the better part of a week, so I'm hoping to recover!
A few days ago I polished off the card template with some free stock images & general pickiness. Today, I've been trying to finish off sketches of all the cards. I like some of them a lot more than others. Here's the first half, and then I can go back to designing more card effects. I've been alerted the appearance of the card is really what's going to sway people to using a certain kind of deck, so it must be pretty important! :P
[You may notice some weird symbols to the right of the card name. That's something that's changed slightly since the first template showing - an elemental "symbol" to match the type above the name. Once the tier 2 cards are complete, you should be able to spot one in a description, with hopefully a few more to come...]
(Log Part 3.)
Last night, I finished my first few rounds of testing! The game pacing was a bit too fast with the HP values I chose, so I'm going to increase them across the board. That way there's more chances to engage the change.
Board control should also be more relevant... I tested with the 3-row style, but I think the 4 row might be worth trying to make movement more important. The addition of the mana card also made card draws a bit more suspenseful, though I wonder if by adding a lot more cards I could replace that system? For the time being, it's here to stay, as having such a small card pool makes it easy to feel crowded...Finally, I rolled the 3-to-1 summon ratio to 2-to-1. That was, uh, mostly expected.
Some more solid rules for the player-pamphlet, with specific values I'm probably going to end up changing a lot:- Assemble a deck of any cards you like, up to 60 cards.
- Flip a coin/roll dice/etc. to determine the starting player. Starting player can summon, but cannot move or attack on their first turn.
- The goal is to get to the opposing player's end of the board and attack them directly! They have 20 HP. (In OCTGN: for now, I use a discarded mana card or something to keep track of HP, and count up from 0.)
- Draw 7 cards at the start of the game. Draw 2 cards at the start of every turn.
- You can summon up to 2 units each turn. Maximum 7 on the board.
- Once you have moved and attacked with any or all units of your choice, your turn is over.
- Unless an ability explicitly states otherwise, you cannot move past the line of an enemy unit. You must be on the same or an adjacent area to attack the enemy.
- If you are on your opponent's starting area and no enemies are in the same area, you can attack the enemy directly.
- Tier 2 summons cost both their mana cost(2) and 2 matching tier-1 units.
With revised numbers & card effects to add, I'm going to be replacing these ten-second card doodles and placeholder names, and continue working on card art until I can accost one of my friends to playtest! So since I haven't posted any images in a while, enjoy the old card drawings before I trash 'em.
[I would like to note the Red and Yellow description simply reads "A cool guy" in the placeholder iteration.]
(Log Part 2.)
Time for some Lore™! there's 7 "factions" which will primarily be differentiated by colour and something of a classical "elemental type".
- Fire dragons: Feisty, attack-oriented, and somewhat speedy. May have special abilities that involve group(AoE) damage. Weak areas: defenses & utility.
- Wind dragons: The speediest! Since they're the best fliers, they can out-manoeuver any other unit. Overall the most well-rounded stat wise.
- Earth dragons: Defensive powerhouses, and with a little bit of utility. Weaknesses: Middling to weak attack, very slow.
- Nature dragons: Strong attack, some utility, and decent movement. Weaknesses: Very frail.
- Water dragons: Defensive but in a slightly different way; their total health will be lower than an Earthen dragon, but they have healing abilities to compensate.
- Cosmic dragons: The nerd dragons. Very strong utility, decent movement, but weak in attack and defense.
- Metal dragons: Mostly defense-oriented, but quite rare, and utility wise something of a generalist card that any deck can use. This will make more sense when more card abilities exist.
You might think, "Melon, why does paying their utility bill help them in combat"! Well. I'm using it as a bit of a shorthand for any special card effects. They can be very particular and each individual effect will need to be balanced carefully. Current effects vary from freezing enemies in place to reduced card costs, and a few other things I mentioned in previous posts... (:
For the starting set of cards, I've created a dragons of each type which can then be "evolved" into a powered-up version at a 3-to-1 ratio. There are also mana cards, and the egg card(yes) which can be used as a substitute in card evolution. I'm not totally sure if the 3-to-1 ratio will be better than 2-to-1, so I'll see how it feels in testing.
If the egg card is too powerful I might make... 6 egg cards. (Type specific! Except Metal, because they are special.)
While I just finished(took long enough) coming up with stats and abilities I'm happy with for the first 16 cards, I just realised I have to write an instructional pamphlet for my beta testers very soon, so they have some idea of what's going on! I'm going to work on that ASAP... (next devlog!)
They can! Like many CCG, I'm going to use the system that the cards are "defending" the player and have to be eliminated to get at the player(though this will be based on board control, ie. if you can pass by the cards on the middle of the board, you can attack the player even if they still have units alive). Currently trying to balance the HP and attack values of each card.
(Log Part 1.)
First things first, I have to decide the scope and basic mechanics of the game. There's obviously the units, the meat of the game... then there's utility cards. Lots of different games have different approaches to this, and due to the timeframe, I want to keep them quite minimal. Individual "spell cards", I think might work better leave them as side-effects of units, ensuring the unit upgrade system is the core mechanic. However if I think there are certain spells that might enhance the experience, I will put them on the backburner, to determine which are best to add later in the development process.
Then there's the issue of limiting actions through a mana/energy system. I think this would vary by what kind of cards you use, so I'd like to integrate it into the deck rather than making the values baseline, (ie. energy cards) which would theoretically allow more individual variation in decks and inject more luck into the equation(fun!). I could also try a no-mana system that gives a hard limit of card summons per turn, but it sounded less fun. So, I will include basic expendable mana cards for the time being...
Each type of dragon (7 types total) has some unique characteristics which I'll use to design their cards, and those types should have utility that mesh well with other same-type units, though hopefully not to the extent that you must inevitably stick with a single type in your deck.
One of the various "lore things" I have thought about is the speed of unit types - this is often irrelevant or hard to represent in a turn-based card game, but I had quite a few ideas for play incorporating it, so I'm thinking of a two-row gameplay style, where freshly played cards need to spend a turn cooking in the back before they can come forward (unless they are exceptionally speedy dragons). The player's HP should also be located in the back, their enemy will have to "reach" the player's HP representation before being able to attack them. Alternatively, the player HP could be in the middle to tone down on this board control-type mechanic. I'm having a hard time choosing between modes, so I think I'm going to test both.
[On the second idea(right), the white line means "Do Not Cross"! Note: there's currently no upper limit of cards per row, that just depends on the size of your table. I just placed 3 each for ease of reading.]
Now I have a play area, I need to stat some cards. I have some designs in mind but for now I just wanna slap some numbers on. So, template time!
[Type/emblem = what kind of dragon is this? Tier #: determines cost. (I hope to keep this really simple with each tier no. being the same cost as its number.) Other categories, I hope, are self-explanatory.]
I have a feeling I might scrap movement as a mechanic, but for now... i'll see how it goes. Next I'm adding a base set to the game! I'll detail some of my flavour ideas next log.
Thank you for your interest! I'm not actually making collecting/trading a large part of it here, but it was the best shorthand I had for describing this type of game. So anyone will be able to use any number of cards they want to. "Card game" would be technically more accurate but felt insufficient... ?: (though if I did have time for all that I would personally love "pve drop" style collecting, which I find is very satisfying - maybe one day, after the jam!)
Aaaand I forgot to post my already written dev log from yesterday, WHOOPS, fixing that in a minute. (x
Hi! I'm Melon, and this is my first solo jam, and first time making a game of this kind.
My goal this jam is to make a simple collectible/trading card game and focus on the balance of it. There will be no collecting or trading, that's just the style. Ideally, I will be releasing an online playable package for OCTGN(with lots of manual cop-outs and written rules to follow, sorry, don't know the first thing about coding!), printable PDF/image files, and if I have enough time, or after the jam, possibly a Tabletop Simulator mod.
This jam's theme is change eggs, so I must note to add some Eggs to cards/card art, Egg card back, Egg objectives and/or an Egg card(probably my favourite idea). I also briefly considered naming the game after Eggs in some fashion.
On a more serious note... I have had the idea for this game for quite some time, at least in terms of some lore and visual designs. The central idea is "lots of dragons are there", but there is a little more nuance...
- There's 7 distinct flavours of dragon, with different powers associated with them. These range from ouchie super hot fire to raising the dead (potentially, it might be overpowered, hehe).
- With enough numbers, your 'lesser dragons' can band together to change into more powerful units.
...and there will be more mechanics, but these are the ones I'm not willing to give up For The Sake Of Balance! I'll see what I can come up with.
Today's progress: I was busy wrestling my testing tool of choice for the first few hours of the jam, (which started at 5pm my time) but now that's out of the way... I can sleep! First order of business tomorrow will be designing a card and play area template, then perhaps some basic stat design. I expect to spend about 3-4 days setting up with placeholders before I'm ready for testing, but I don't have a solid schedule in mind. I expect to make somewhere in the vicinity of 26-30 distinct cards, but would love to make more if I have time!
So. More tomorrow. Good luck, fellow jammers!Hello, new jammer Melon here.
Reason for joining: I've been lurking this series of jams for a while, but this is the first one I've had time to participate in. Game jams I've been in before have been really fun, and I'm sure this one will be too!
Favourite/inspiring games: I'm a big fan of strategy games, particularly RTS. I'm also fairly big on TT/RPGs, visual novels, or anything with a compelling story. My inspiration this jam is some of the various TCG from my childhood (like Pokemon, Yugioh, or mother-of-all Magic: The Gathering!) and to a lesser extent autochess.
Past experience: I am just a hobbyist, so have mostly made fangames(using things like RenPy/Twine) and game mods(mainly Blender 3D) in the past, and I am now trying to move into more original content.
Passion: I am a musician by trade, and it's almost always what I find most compelling in a game.
Goals for this jam: For this jam, I will be trying to make a TCG/CCG. My goal here is to expand my horizons a bit and try to get into the number crunching of a game, and what systems might make it strategically interesting, without worrying too much about wrangling software (I am very clumsy with code, despite my efforts) and the various tricky problems that come either with AI or with multiplayer/online play.