Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

CryptDeck

There are always two sides to every card! · By Scribhneoir

feedback Sticky

A topic by Scribhneoir created Jul 25, 2024 Views: 115 Replies: 9
Viewing posts 1 to 5
Developer

This game was developed in two weeks for the Pirate Software 2024 Game Jam. It has a lot of room to grow, so any constructive feedback is welcome!

(+1)

The look of the game is really amazing. Though I didn't really understand how to play when the monster showed up. I  tried to use rocks but didn't really understand if it had any effect. Good job!!! keep making games!

Developer (1 edit)

Hey thank you so much for your feedback! Tossing rocks should decrease the monster’s health (the hearts at the bottom of the card) down by one. The first monster should be defeated by throwing three rock cards. I will brainstorm ways to make this clearer to players. Thanks again for your help!

Overall the game is pretty good! The presentation is great, the gameplay takes some time to experiment and understand, but once you know what's what, even a 3-monster room isn't that bad. I find myself having a couple of favorite potions to make (*cough* invisibility and strength *cough*). But hey, blindly drinking a new potion is also great! >:D

Developer

Thank you so much for taking the time to provide feedback! Just out of curiosity, did you enjoy the experimentation / learning curve, or did it feel frustrating? I would like to continue dialing in the balance between discovery and player comfort

I find it enjoyable, but in hindsight I think there's a particular case when it felt frustrating. It was the first room of the first crypt after the tutorial. A couple times I had to start in a room of 2 monsters, maybe even 3? It felt frustrating taking many turns to defeat an enemy using rocks, and I would end up dying soon after. Even if I managed to kill one enemy, I wouldn't loot them immediately and instead try to kill the other enemy(s) even though it felt impossible. But then because of that I had to retry in another new crypt when I die, often with less resources. The thing is, I feel reluctant to try a new potion mid-battle because I might be spending a turn better spent on throwing rocks, and the first room being a monster room was not helping that reluctance. In a room without monster, though, I don't feel reluctant trying out new potions.

These might be edge cases, but because it happened on my first couple playthroughs it felt kinda rough.

Developer

That makes a lot of sense! I think I am going to try removing the turn requirement for drinking potions and picking up loot. A few other players have brought up similar experiences; its certainly not an edge case.

I'm back to provide my feedback, I personally find the game visually wonderfull even with that little bug of card misplacement I mentioned on discord.

I hope you keep it going and expand this becouse it's really intresting !

Developer

Thank you so much! I absolutely plan to continue expanding this project, including getting that bug fixed.

The game looks AMAZING, love the art direction. Gameplay is interesting and i like the approach of having to experiment a bit by yourself to figure out how things work exactly. The potion combining mechanic is simple and effective but yeah as others have already suggested it shouldn't take an action away from you.  Overall great game, i had a fun time ^-^