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Valdis Gunn

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A member registered Mar 07, 2021 · View creator page →

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You are right, sorry I forgot.
Is the YouTube link with the trailer ok?
Thank you for letting me know btw :)

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CARD DRAW  is a relaxing roguelike deck builder where you build equations with your cards to earn points.

Draw cards to create equations and earn points for your final score.
Spend points in the shop to expand your deck with new cards and abilities.
Beware: the points you spend in the shop are detracted from your score.
Know when it's time to stop buying cards and start accumulating points.

- Valdis

itch.io page link: 
https://oddeyes.itch.io/carddraw

Steam page link (demo & full version coming soon): 
https://store.steampowered.com/app/3261300

That's good news, hope you like the game! 

If you have any suggestions or feedback please let me know :)

Unfortunately, I've  never heard about that error before... It works fine for me on every device (even on mobile) and every browser... 

What browser are you using? Could you try deleting your cookies and browser history? Just to check, try to open the game in icognito mode (if it works there, cookies may be the problem). Maybe also try to open the game with another browser too.

Thank you for reporting, I'll check this out

Thank you, glad you like the game :)

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I'll investigate, thank you for reporting, and for enjoying the game :)

EDIT: turns out this was indeed a bug, I just released a quick patch to make abilities also work on the card in the first slot, thank you again for reporting!

Nice! I think this might actually be (or have been?) the best strategy for the highest possible single draw points.

Now I wonder if this is still the case with the latest content update though 🤔.

I genuinely don't know the best strategy as of now yet (since I can't possibly test all the myriads cards and abilities combinations), there might be some better ones I never thought of with the newly added cards/abilities... We'll see...

That's a good approach too! 

The way mobile controls work now is that an invisible mouse cursor snaps to wherever you touch the screen and stays there until you touch or drag again: this is not something I implemented, but rather something that is natively supported on mobile, while scrolling, instead, isn't. 

As I mentioned, even for the latest version which just came out, I'm currently focused on working towards a full game release on Steam before implementing mobile support (which would require significant changes to the game's systems).

Thank you!

The game was definitely not made to be played on mobile, but here's a little tip for playing there: to see the tooltip of cards and abilities in the shop without buying the item, you can first click the flag option, then click on an item to flag it, then wait for the tooltip to appear (and ultimately unflag the item if you don't like it).

Maybe you already figured out this trick, but it may still be worth sharing for other players who may want to play on mobile (in this extremely sub-optimal way), waiting for a fully supported mobile release.

👀

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Sure! I'll add the feature as an option in the next update (or directly on a Steam demo for the game which will have more content too, or maybe both at the same time, I still have to decide the next steps).

For the "add card slot" function, the game already redirects you to the shop when a new card slot is available for you and you have enough cards in your deck and points to buy it, but I may allow you to flag it too so that you will be redirected there even if you don't have enough cards in your deck (but have enough points) so that you remember to buy it. You can also already flag the next shop slot you want to unlock, but that's about it for now, soon you'll be able to flag the "shop refresh", "add card slot" and "burn card" buttons (last one will work by flagging the "inspect deck" button on the shop).

Thank you for playing btw :)

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That's impressive!

But you know, as the dev, I know the highest possible points you can get in a turn is not this one ;)

First of all, it hurts to see the empty "diamonds" ability slot, which could increase your final points even more. Then also, for example, why use "Astronaut"? It multiplies the final turn points by at most x4x10 (where 10 should be the number of cards with a "LENGTH" symbol on the table, which is actually 9, not even 10 in your case), so at most by x40, which is a lot, but not the best you can do... What about, for example, using "Plumber" or "Bellboy" instead? I won't spoil what those abilities do here so I won't ruin the fun and joy of discovering it by yourself, but I can tell you they are better than "Astronaut" in this case... Getting rid of the "Astronaut" would also eliminate the constraint of having to use the 3 "x[LENGTH]" cards at the start of your equation if you get rid of the "FLASK" ability too, freeing both 3 card slots and the "clubs" ability slot, in favor of better cards and abilities maybe, just saying...

So, in the end, I'd say the quest for the highest possible turn score is not over (not even for this limited prototype version of the game). 

You want the high score? You can have it! I left everything I gathered together in one place, now you just have to find it!

Btw thank you for playing :)

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At the moment, there's no way to burn ability cards unless you replace them with a new one of the same type. The idea behind this "mechanic" was to encourage players to be more thoughtful when buying abilities in the shop (knowing they can't be easily removed later), but since others might run into the same issue you ran into, I'm still trying to figure out whether to keep this as it is or not...

Oh wow, 96 trillion in your first run is very good!

As for the Steam and Android release, the answer is yes. A lot of people are enjoying the game, so a Steam release feels like the most natural thing to do so that I can add achievements and leaderboards to the game, with also obviously more content and game modes to play. After that, I'd love to release the game for Android too, with the possibility to start a game on PC and continue it on mobile, or vice versa. 

Unfortunately, I'm not doing game development full time, so I have just a few hours a day to dedicate to the game, but more news and updates will be coming as soon as possible.

And by the way, thank you for playing the game!

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I released another update, the problem should be fixed now. Thank you again for reporting this!

I'll have to wait for the next +Len^Len run to be 100% sure though :)

The problem does not seem to be what I thought it would be, I'm currently investigating, do you remember if you specifically tried to look at the "turns" graph from the game over screen or if the error happened as soon as your game ended?

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Ok, thank you very much for reporting! 

I'll try to patch this as soon as I can.

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Oh, wow, sorry for that... The game is perfectly capable of handling high scores, the problem here lies on the saving system for the scores I think...

Do you remember more or less how many points you scored in the end?

Edit: I found the bug, and it's now fixed

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Nice!

I just released a small update to fix bugs and introduce some useful player options, an update to add more content is also coming soon!

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It's unfortunately the builder ability that's "soft-locking" the game, I'm aware of the problem, and a fixed updated version of the game is coming in less than 24 hours. Thanks for the bug report!

Edit: the problem is now fixed starting from version 0.11

Oh ok got it, "best" sorts cards by the highest amount of points each card has ever produced for you in a single turn, hence the "best turn points" part. I should probably change the text of the tooltip to make it clearer, and in general I should definitely work on making the game more "beginner friendly" in this sense, thank you for letting me know!

Thank you!

The goal is to get the highest score possible with a limited number of draws (which you see on the top left corner), it should explain this at the beginning in a little tutorial, maybe it didn't trigger for you. The next step, the key to do this, is upgrading the shop level (refreshing the shop), so that you can get to cards (and also abilities) that are much more complex (as it says in the in-game tooltip of the shop refresh function) and that synergize with other cards and abilities to create strategies that can lead you to some crazy high scores (like the ones other players posted in the game page's comment). After upgrading the shop to higher levels, you get more powerful cards that open up the door to more strategies and synergies, for example these cards and abilities:


Another key point is also to "expand" the board other than only expanding your deck, by adding card slots, which ensure you'll produce more points for each turn, because cards stay on the ground for longer and thus help you craft longer equations which in turn lead to more points for your final score.

As for the sorting by "value", I'm not quite sure what you mean, these are the available sorting types for cards in your deck:


Maybe you meant "type", in this case cards are first sorted by their type (first +N cards, then ×N, then for example [dice] cards, then [coin] cards, ecc...), and then by descending value (if the type is the same), so in your case it would be "×3", "×4", "×6".

By the way, thank you for playing, I'm happy you enjoyed the game!

More cards, abilities, features, and most importantly game modes are coming soon for sure. Thanks for the suggestions too, the idea of weighted dice/coin abilities based on certain probabilities are very nice, could be an alternative to the clover and horseshoe cards which always guarantee a certain output from dies or coins.

Thanks for playing, glad you liked the game!

Very cool game! Despite the heavy use of assets, the game felt quite polished and also very cohesive. Controls feel unintuitive at first, but when you get the hang of it, it starts to get unexpectedly easy and very fun to move around. 

A couple of suggestions if you plan on expanding the game (which I hope you'll do since the game has potential):

  1. Some objects don't have collisions enabled (you can go through them);
  2. Consider adding a "crash" mechanic if you fly towards an object, like a planet, and hit it.
  3. The "laser" mechanic of both the player's spaceship and the enemies spaceship needs some work/polish, for example make the laser have to charge up for some seconds and fade out with some nice effects when it deactivates (maybe you can find some free laser assets on the Unity asset store), plus better laser sounds would also be nice to have, to make the lasers feel more powerful.
  4. The menu showing the "tutorial" text shows an "X" icon on the upper right corner, but you can't ever close the popup, since the mouse disappears while you play, and there seem to be no keyboard key bind to close windows (maybe I'm missing something?).
  5. I'd suggest experimenting with different controls, for example a different way of steering your ship by using the mouse to point in the direction you want to move to.

Other than those small adjustments, the game was quite fun, hope you'll consider expanding it a bit more. Good job!

Very nice game! I can see the slipways influence with the playnet connections, and I think the core loop has lots of potential.

A couple of suggestions that I hope will help you if you want to develop the game further:

  1. In the UI for turns, make turns go backwards (kind of like in my game), i.e. make them start from 50 (or from another number the player can define before starting each game maybe, so that they can choose how long their runs will be): this would make it clear that the player has 50 turns only from the UI too (and not end up like me, who clicked "end turn" multiple times to get money, then found out I only had 50 turns before each run ends);
  2. Add some polish, first of all to the UI, then maybe animations, effects, sounds, ecc... THis seems like an obvious suggestion, and it's clear that there is not much time in general to add all those things in a week for a game jam, but I'd like to see the game expanded more even after the jam, with a bit more polish to it, like satisfying particles effects when I end my turns and resources are produced (hit me up if you update it);
  3. Experiment with a more "real time strategy" approach, where instead of turns, you produce resources constantly over time; the game would end up transforming into a sort of incremental idle game, which lots of people seem to like and which is much more easier to create than a big strategy turn-based space game (which would be cool to however, so experimenting with both ideas could lead you to pick the best one out of the two to develop further).

The game has lots of potential, so good job!

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Very cool game, polished both mechanically and visually, at least for the world elements like trees, rocks, water, ecc...

I found some problems and have some suggestions if you plan on expanding the game more:

  1. If you start hitting something then stop and walk away, the popup window with the remaining "HP" of whatever you were hitting stays on the screen forever, without even pointing to the direction of the object you were hitting, like this:


  1. Try to make the assets you used more cohesive in their style: the icons for the resources are very realistic, the UI is very minimalist, and the game is in a middle-detail low-poly style, maybe try to make the UI and the icons stay consistent with the simplistic and colorful style of the game environment.
  2. You can walk on water, then gradually go underneath water by just a little bit, and then ending up out of bounds and falling down infinitely if you go too far away from the island: either add some invisible barriers or make the player drown and thus respawn if he gets too far away from the island.

The game felt very polished and nice to play, though I can't tell whether you made everything yourself or used some assets both for the visuals and for the gameplay and game feel, since no credits were given, but in both cases, good job on the game!

Nice arcade game! Simple but also fun to play as a nice distraction for pauses in between work. The game feel was also on point and very satisfying for inflating balloons and for killing enemies.

There are couple of problems I ran into while playing, plus I'll also add some suggestions if you plan on updating the game:

  1. If you restart the game, sometimes it breaks, and doesn't let you move, nor enemies move or shoot (you have to refresh the page to restart);
  2. The sounds are very loud when you start the game (I had to lower my PC volume to 2% while playing), maybe add some sound volume options and make the volume start very low in the app, for example start at 20% volume, or simply lower the master volume of sounds in the game (since if you don't plan on adding background music, the user doesn't need separate music+sounds volume controls and thus won't even need an in-game sound adjustment option, but still, it could be nice adding an in-game option if for example someone wants to listen to music while playing the game, they can do that without having to lower their PC volume, thus also the music they are litstening, to adjust the in-game sounds);
  3. The controls felt very weird: sometimes, when I released the button, the ship kept moving left or right for up to half a second, which obviously, in a game about avoiding obstacles and with a one-hit game over, is not very desirable. Perhaps this is just a problem of the browser version, so maybe having a downloadable version could fix the problem, but still, I'd look at the code to make nothing weird is happening there, since the game is not actually lagging, only the controls sometimes do not work properly.

Overall, simple but inventive remake of the space invaders game which also fits the theme (though I would have gone for the title "Space Inflaters"), good job!

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Very funny game, especially the masterpiece OST and beatbox sound effects :D

Obviously, some graphics adjustments would make the game even better, but not too many as the game would lose its funny feel and appeal. Plus, add some more levels! The puzzles were nice.

I noticed that clicking on multiple shapes without placing them places them all in the same place, maybe try making shapes selection reset the previously selected shape from the menu if it was not places.

Although the "music" was amazing, it can become repetitive and , I'd suggest to add player options to adjust it or mute it in the main menu (though muting it would be a capital sin), and maybe to also add more music tracks, different from level to level, maybe referencing the different shapes the level introduces. 

Very funny puzzle game overall, with simple mechanics but a clever core concept, and obviously very on point theme interpretation!

This was very nice! It's not very clear who made the 3D models in the game (if they are assets or not), but the game world seems to be very big, though possibly lacking some content here and there to make the environment also feel more alive (maybe add some more collectibles to justify the walking of the player in large spaces?).

I'd also suggest to make the colors less "washed out": I don't know if the gloomy/dreamy atmosphere was wat you had in mind for the game, but from the art of the game (which I suppose it's AI generated), colors feel brighter and more saturated, while in the game, saturation is turned down and brightness seem to be high, so I think experimenting with either changing the lightning conditions of the game or adding some post processing layer (though more resource consuming) could make the game retain the same color profile of the screenshots you added for the game; also, maybe fog is causing this whiteness/washed-out effect on colors, so try to lower the starting fog distance threshold.

Overall, good job!

No problem, glad I could help :)

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Wow, that's amongst the highest I've seen so far, cool strategy, and thank you for playing too obviously!

Hi, iOS is not currently in the plans for the next updates, but I'm considering porting the game to mobile, so maybe also iOS in the future.

By the way, thank you for playing!

DNA works fine for me:


The card should add +6^5 so it's +7776, with DNA it's ×4, so it's +31.104

Maybe it's another ability?

Anyways, thank you for playing and for reporting!

Nice little game, I can see the Bloons TD influence here, but where you are the one manually popping balloons! I loved the music too (don't know if you made it ir if it's an asset), and the colorful esthetic.


There is a bug, however, where you can keep popping balloons even after the game ends, by clicking on balloons at the side of the screen, and therefore farm money without ever losing lives from the "game over screen".


Other than this little bug fix, I'd also suggest that you make balloons movr slower at the start of the game, and gradually get faster later on in the game so that runs become harder snd harder not only because balloons get more and more layers, and this would makr the game stay challenging even after you max out your level from the main menu.

I'd also popping animations to balloons and maybe a better indicator to show you when you lose one life (for example a mild white screen flash).


The game was very fun, it's also playable on mobile and there I'd say it's even more enjoyable! Good job overall!

Nice little toy, funny and stylish character design and artworks, the voice acting is also very funny, and the game is already a nice to play distraction.

Right now, obviously, there is no purpose to the money you make, it's just a click and hold to play the game, and that's fine as it is as a concept.

However, I feel like you could do a bit more with the gane by making a very simple change: make it a local 1v1 mini game, where you play against a friend to see who can sell the most balloons in a certain time limit maybe. The change is quite simple, you add another stand on the right, and makd the game play with the keyboard (use 2 different keys to inflate the balloon), and could make for a little fun minigame to play with a friend.

Also, even though the artstyle is part of the fun and style of the game, I'd suggest you not to scale the sprites of the stand too much, maybe keep everything at the same scalr so that the outlines of the sprites are not incontinent.

Other than this little adjustment, I think the game is very nice as it is already, good job!

Nice game! I loved the interpretation of the theme and the fact that expanding is required to survive, but also becomes a problem if you expand too much! Nice catchy music scores too (thought it's not clear from the game and descriptions/comments which elements were assets and which were created by you).

A couple of suggestions if you plan on expanding the game:

  1. Obviously, add a purpose to the coins you collect, since right now they don't serve any purpose, they don't even influence your score for the leaderboards: maybe add a shop for some snowball customizations and cosmetics, music customizations, powerups? consumables to make your runs easier, ecc... 
  2. Adjust the size of UI elements based on the game window size (Use Screen.width and Screen.height in Unity to get those): in the main menu, on small windows, buttons and other UI elements like the logo overlap;
  3. Make sure you make obstacles appear NOT in fixed rows and locations on the screen, but also randomly, and at the borders of the area in which your snowball can roll: if you place your snowball on the far left or far right in fact, you can basically avoid all obstacles in front of you because none spawn in those positions;
  4. I'd suggest you to add ramps in which your snowball can jump and avoid obstacles in the air, which may be cool, and maybe add more obstacles variety, like trees or similar

Fun arcade game overall, needs some polish on the graphics and some variety in gameplay, but the main elements for a fun game are already there, good job :D

Thank you for the feedback! 

I'll try to give the player options to maintain the game a fun little distractions if they don't want to do confusing calculations in future updates.

Thank you for hosting!

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Yes, it doesn't always happen, only when you have other specific cards with the builder, but this is a bug indeed. It's already fixed in the build for the next version, but updates for the game are frozen for a few more days because the game jam voting period is still ongoing. Thanks for the feedback btw!

Edit: the problem is now fixed starting from version 0.11