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Game Master's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall polish | #388 | 2.667 | 2.667 |
Engagement | #399 | 2.833 | 2.833 |
Overall | #405 | 2.741 | 2.741 |
Creative use of art assets | #424 | 2.722 | 2.722 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I got greedy for chests and died to a goblin. I love this concept and you implemented it so cleanly with Monogame. The gameplay was good but would benefit from being expanded to include skippable turns. My favourite level was the rat level. Nice job!
Thanks. I thought about implementing skippable turns but feared that it would let the game too easy.
Is the rat the final boss or did my game just crashed?
It's a nice concept and I'd really love to play if it was more polished. I suppose most issues and drawbacks were described in the comments before me, yet I still want to point out game's unintuitiveness - e.g. I couldn't understand when does the attack during the battle starts, why I've dealt like 6 damage if I've chosen a card with value of 2, etc. Use of cards for damage/healing is obvious, but battle system in general is quite confusing.
Overall, it's a nice small game. Unfortunately I can not say much :(
If you have a will, I'd be glad if you rated my submission.
Now i'm curious. If you use a 2 card and your ATK stat is 0 the damage will always be 2. Did you get a lot of clover aces?(seems improbable they're rare). Well the idea was to give more visual feedback to the battle and the sign at the first floor explains breefly some things,but ir really needs a better tutorial. I had no time to implement those things, unfortunately.
About cloves aces, I honestly don't know xD All few battles I had were quite confusing because of the reasons I described above, yet I don't think my "bugs" were pure luck - rather random lucky events and moments when I simply could not understand what happened.
You still did it well, it must be much more difficult to program it all using the platform you used for the development.
It is less pratical. The lack of an editor consumes a lot of time.
It’s very creative concept and feels great to play! Has a retro and nostalgic feel to it. However, battling enemies over and over again to get the cards required was a rather tedious grind - and this is mostly because of the random chance, so perhaps some balance and fine-tuning is needed here. There needs to be a way to heal out of combat, and skip playing a card too, otherwise, the player can end up in a situation where they essentially have to play all their cards, and if the RNG loot is not giving you big enough numbers to sustain or out-damage the enemy, it’s basically game over. Perhaps there could be better level design to enable the player to get back to the healthbug without getting blocked by rats all the time to ease the pressure a little bit. Overall, I enjoyed the combat and could see a lot of potential for this mechanic to shine. Great job!
Very constructive. Balance was one of the things i ran out of time to do. If i ever get to work in this project again i'll consider this all. Thanks.
I think most things that need improvement have already been said. It's an interesting idea and playing in the tiny window actually made me feel like I was playing something on Game Gear or GBA. It got my nostalgia juices flowing a bit, so not exactly a detriment to me. The combat system was unique, thought I'm not sure I grasped all the nuances of it right away. Was this made entirely with .Net? Definitely unique! Good work :D
Thanks. It was made in Monogame, with C#.
I really like this type of game. Rougue like with card based attacks. Really nice concept you put out together!
Feel like I would like to have more control over what cards I have on my deck. Probably more deck management so no matter the enemy I can feel I'm in control of the fight even if I lose.
Not sure why, but there were no sound, so my experience wasn't great because of it. Also, I don't really know if the game closed because I die or because of a crash.
Thanks. To things i could not implement cause i ran out of time were sound and a reset game method(so when you lose the game just closes). And the key to build a deck is to re-play the leves(when a leevel loads everything is reloaded, enemies and chests) so that way you can safelly build a good deck to surpass the levels or try to increase your stats. But i really got no time for level design too.
Like the idea quite a lot - although I did find myself losing in a way that felt inevitable, simply running out of cards or the random draws not giving out the big bucks. Also, I don't know why exactly but I wasn't able to play it outside of a tiny window? I'm sure there should be a way to fullscreen it but I couldn't spot it. Anyway, I like the concept and think that, given more time, the climb of the tower and management of the cards could be fleshed out to include all kinds of additional quirks. As things stand at the minute - it's still a good effort (let's not forget it's a jam game!) Nice job :)
Thanks. It's not possible to fullscreen the window and it was a bad design decision of mine. And you can back levels in the tower and refight enemies and re-open chests to build a deck and continue. The idea was the player using this feature to surpass the game. And at first i had a lot of ideas of different card effects based on the suit, but like the sound, the time don't let me implement those.
Important: I posted this in the install instructions, but it's not here in the submission page. You need the june 2010 DirectX runtime to play.
https://www.microsoft.com/en-us/download/details.aspx?id=8109
Having the dotnet dependencies updated is good too. This game have the same dependencies as Stardew Valey(was made in the same API) i think.
Nice idea for a game! I loved the concept, and the execution was pretty good! The game got increasingly difficult as I lost my cards however, and I lost to a rat in the room full of rats because the random draw didn't give me enough damage or healing to survive the next fight. To improve, I would suggest making the game easier; I like the deck building part, and losing cards when you use them isn't terrible, but I would much rather the game depends on strategy rather than luck of the draw. A good effort though!
Thank you for your feedback. I got no time to balancing the the game, but in relation to luck the idea is the player fight many fights until he builds a good deck and improve his stats too, this was what i was thinking for strategy in this game.
I downloaded the zip file to try and launch the game, but after extracting running the exe isn't working. Am I doing something stupid lol
Not your fault. I did something stupid doing this game in Monogame actually. Did you install the june 2010 directX runtime(there's a link for it in the game page in the install instructions)? Your dotnet visual c redistributable is updated?. If you can play Stardew Valley(made in Monogame too)i think you can play my game.
I enjoyed this quite a bit, albeit the window was VERY small on my 1080p monitor. Some sound effects would be nice as well.
Thanks! Everybody complained about the resolution, it was a persona choice of mine but was really a bad one ahauahauahUa. Unfortunatelly i had no time to implement the sounds.
Hi^^
This isn't my type of game but props for making this in monogame!
Also the idea is pretty original in my opinion.
The engine must be very tough to use
Thanks for the feedback. The engine is relativelly easy to use, but not too pratical as one with editors. Is much more time consuming too, not proper to game jams. I just learnt it the worst way ahuahauhauhauhauhauhauhauahuahuahuahuaa.
The concept is really interesting! I like the mix between RPG & Card game.
The art style is quite good, it reminded a lot of NES/GBC games.
However, like Danial said, the resolution is too tiny, and it misses music and sound feedback. I think that if you fix these two main issues, your game will improve a lot!
Overall, nice work!
Thanks. As i answered to Dan, the game really lacks sound(i let to implement last and had no time) and the resolution history was a choice. It's funny because a friend had adviced me to not do it but i done anyway in sturbborness.
The overall card game concept and idea is great. I wish there was a fullscreen mode, because I had to strain my eyes to play the game on a really small window. The game really misses out on sound effects, I think with some engaging music and sound effects your game would've been more satisfying to play. Nonetheless, the game was okay, I was getting a few vibes of retro RPG games. Judging by your username, I guess you like Doom? If so you can try out my game ;)
Thank you very much for your feedback. I had no time to implement sound and other minor visual efects. I made it on monogame, that lacks an editor like Unity and other game engines so everything in the game is basically code. The resolution question was a choice of mine, but aparently not a good one ahuahuahuahuahuahuahua. I'll rate your game right now and i never played much Doom but i like the aesthetics.
Oh... I see now. Well good to know. XD
Hey, by the way, did you rated the game? Where do i see the ratings so far?
Oh, nevermind, already saw the rate count.