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Heart of the Cards
Heart of the Cards
By neon
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 384 | 3.32 | 25 | |
| Fun | 417 | 3.15 | 24 | |
| Innovation | 456 | 3.13 | 24 | |
| Theme | 462 | 3.34 | 24 | |
| Graphics | 265 | 3.45 | 24 | |
| Audio | 379 | 2.70 | 24 | |
Comments
fenwick
2018-04-23 02:22
Really lovely voxel visuals, and a neat idea for a game mechanic. Reminds me of the plasmids from Bioshock.
I wish there was more to the way the card effects interacted with each other - i.e. maybe fire does nothing on a frozen enemy etc. Also wish the effects lasted a bit longer so I could think out what I was doing more instead of spamming cards.
I'll definitely be checking out the source later.
neon
2018-04-23 09:03
@fenwick Thanks for the feedback! The effects do kind of interact, but not in a major way. Hitting an enemy with the same element it has been previously struck by does more damage, ie. hitting a frozen enemy with ice will do bonus damage, and in the case of ice, it also breaks the debuff. I was intending on adding more interactions (and more cards overall) but ran out of time :sweat_smile:
I agree about the effects lasting longer, I kind of wanted the game to be slower paced anyway. Turns out, it's hard to make an FPS feel fun while being slow. I guess that's a design challenge I'll have to overcome at some point.
A note about the source: this was my second Godot project, so I don't yet have an intuition for structuring Godot projects or using its systems the way they're supposed to be used: the code is very hardcoded and has lots of hacks. Just a warning :slight_smile:
pheonise
2018-04-23 12:48
Really great! I'd love to see this idea expanded on further, but I still had fun playing!
Very nice. I liked the "ammo is your life" concept. It really made me focus on being ammo-efficient on my second playthrough, and I beat it with 29 cards remaining.
Trying to use the doorways for cover didn't work very well for me - I'd keep ending up just flubbing my cards into the doorframe when trying to shoot through the doorway. I think it's because the cards seem to originate from the right side of the player when thrown. It turned out to not be a necessary strategy, though.
neon
2018-04-23 13:15
@Pheonise Thanks! Yeah, I'd like to see this expanded as well, but I doubt I'll get around to it :sweat_smile:
@Smiling Cat Entertainment Yeah, the cards originate from where they are (ie. next to the character). The cards are actually the same object for the card's whole lifetime: they spawn from the enemy and go to the floor, to the deck, to the hand, and finally end up in some monster or wall. :grin: Bad design, I think, but it's the way it ended up being.
yngvarr
2018-04-24 13:19
Whoa, what an unconventional use of cards! Wonderful implementation of the original idea. Voxel graphics gives this game its charm. I would love to see an aim on the screen, but it isn't a problem for hardcore gamers. Awesome work!
neon
2018-04-25 11:13
@Yngvarr Thanks for the feedback! I planned on adding a crosshair, but forgot :sweat_smile: I don't think it's *that* bad however, since there's quite a liberal amount of auto-aim.
The Graphics and gameplay are on point! It is really fun to play! Only thing, I would've liked to see more element from card games inside your game. It lacked any of the strategy involved in card games, since you had no way to choose what card to throw and their effects weren't different enough. Still a really good entry, I had fun playing it! ^^
neon
2018-04-25 13:05
@TheGreenMan Yep. Ran out of time trying to make it fun at all, didn't have time to make it theme-compatible :sweat_smile: I had plans to add deckbuilding and more cards, just didn't happen.
Loved the graphics. The gameplay could be better with more variations and liked the idea that you lose(?) when you run out of cards so you just couldn't spam.
almax
2018-05-01 17:30
I loved this! As above it would have been nice to see wider variety of card effects and a combo system, maybe represented as held cards, so you can cast or hold a card (right/left click). E.g. * Electric = 1 damage to enemies within a cone * Ice = Freeze enemy in place
So by having 1 electric and 1 ice in your hand your next spell might freeze enemies in a cone.
My main gripe was how the cards threw from the right, which made predicting where they'd go really difficult, but otherwise really fun to play, great work!
Edit: Also the enemy animations were super cute :)
Pretty voxel graphs, with a gameplay well-balanced and pretty much fun for a Compo game (as i'm doing Compo myself I know we ain't got no time for super accurate balanced mechanics, but you sir managed well your time). Eventually it coulda have been a li'l closer to the theme but honestly that's okay for me.
This is fun! The graphics are very cute, especially the way the enemies walk. There could do with being some more environmental details, but it is understandable that their isn't considering this is a compo entry.
On the gameplay front, the only real problem is that the aiming feels a little off - I guess there is some ideal distance at which you will hit an enemy in the centre of the screen, but if they are too close you have to aim slightly left. I also think the card element is underdeveloped in favour of the FPS side of the gameplay. I think in most card based games you would be able to choose from a selection of cards each turn, and it would be really cool to see something like that introduced to this game, if you continue to develop it, along with more card types, more status effects, cards that act on the player etc.
Overall, a very nice looking game in which I can see a lot of potential, good work!
Love the graphics, and overall I enjoyed it - I played it all the way to the end. But in the end there's no real deckbuilding...just shoot straight, and even that's made difficult by the right-offset firing point. If you could see maybe your next three cards and pick which one to fire it would give an element of strategy! And then you could do things like water-stun someone and then lightning them for MASSIVE DAMAGE!
On the other hand, I think the "There's no health bar, you lose when you run out of cards and getting hit knocks cards out of your hand" thing is brilliant!
It's got a lot of potential. You could have a "real" game going here with just a little more work!
2018-05-10 12:46
Cool idea! I included it in my Ludum Dare 41 compilation video series, if you’d like to take a look. :) https://www.youtube.com/watch?v=LgRYnPldaL4
niterich
2018-05-10 16:32
It looks like I'm the only one who's gotten it, but I got some massive graphic glitch when playing itHotC Graphics Glitch.png It made it hard to judge the game on its own merits, but I do think it's clever you have a chance to recollect your cards before you lose the game.
I like the idea, the graphics are great and it felt interesting, but the movement in the Linux versions was kinda buggy, the cursor wasn't centered and I run diagonally all the time
The gameplay and graphics are really cool. one thing i noticed is there seemed to be an awful lot of lag on windows when i accidentally walked into another room, and caused another batch of enemies to spawn.
neon
2018-05-10 23:00
@niterich @Hisfantor I don't really know why either bug would appear, so I'm blaming Godot (the engine) on these ones. Sorry about those!
@masterkrepta I noticed the lag at the very end of the compo and didn't have time to fix it. Thanks for the heads up, I didn't even notice myself that the lag could be coming from the spawner system.
And thanks to everyone for the feedback!
acuity
2018-05-14 06:29
Pretty cool concept! I can't play first person games for too long due to motion sickness, but I like the card aspect of it! I did find that just running past the enemies into the next room just spawned more enemies, and I ended up lagging out because of it - it might be good to put doors that lock until you kill all the enemies. Also, it's harder to aim without a crosshair - could be a good thing to include.
bigaud
2018-05-14 14:01
cool idea but i like, die for no reason. plus azerty keyboard :(
neon
2018-05-15 10:04
@Bigaud The enemies take your cards when they get close, so you maybe got an enemy behind you and lost all your cards? Sorry about the azerty thing, I'll take that into account in the future!