FoonLudum Dare ExplorerLD41 → CCG Shoot 'em Up

CCG Shoot 'em Up

By moczan

View on ldjam.com

CategoryRankScoreCount
Overall2833.4847
Fun3563.2547
Innovation963.8547
Theme444.2747
Graphics1943.6047
Humor1.3113
Mood5482.5944

Comments

icecubepill 2018-04-23 01:44

It's a good idea,and I think you can have more card combone to achieve more complex behaviors,

moczan 2018-04-23 01:49

I've manged to only put about 15 hours into the game this weekend, so there is definitely room for improvements. Once I've get a free weekend I will definitely visit the game again for some post-LD content expansion :D

apples-mmmmmmmm 2018-04-23 02:18

Cool concept! Would love to see what you could do given more time. Wish there was sound in the game though.

adam-wallberg 2018-04-23 02:19

Really interesting concept! I'm looking forward to the "post-LD content expansion" ^^

krp 2018-04-23 02:20

I really like this entry, although if it just had a little polish, I bet it would be super highly rated!

sheehan 2018-04-23 02:25

Nicely done!

It took me a second to understand the card's effects on a turn but once I got the hang of it was pretty cool. Only got 280 points... Makes me wonder if you have any special enemies past the other fighters that show up later.

The slow down effect at the end of a turn is cool, but it makes its a bit hard to tell where you'll end up since the last turn's movement is still happening...

max-whitehead 2018-04-23 02:29

I like the color scheme, very slick. Was a cool concept.

potondo 2018-04-23 02:30

I really like this game. The art is simple but very nice and stylistic, and the game mechanic is pretty fun and new.

Minor point, but I did find staying either completely on the left or right felt a bit too safe, since the ships that shoot don't really go to the very edges of the map.

Anyway, good work on a fun and nice looking game.

silent-tower-games 2018-04-23 02:40

I love the idea of slowing down bullet hells. The gameplay in this one was pretty well-executed!

teapoly 2018-04-23 02:54

Cool idea and great animation.

apple-dash 2018-04-23 02:59

It's a bit too unpredictable with enemy fire, so avoiding it takes more luck than skill. But overall -- very nice entry.

literally-void 2018-04-23 03:03

The color palette is great, and the turn-based technique is really cool!

bookworm31 2018-04-23 05:02

I really liked this! It's definitely an interesting concept and quite fun. My one question is about how the cards' levels are determined; is it just random? or based on how often you use them? Anyway, super solid entry.

serious07 2018-04-23 05:19

Nice little game :D Our game genre chose, looks the same, check out my game if you has some time :D

ironygames 2018-04-23 09:04

I like it! Some feedback for the cards would've helped, like how long is a dash, or how quickly will it happen. Otherwise it's a little hard to predict & dodge bullets. Good game!

adroitconceptions 2018-04-23 11:56

I liked the idea turn based space shooter with card based movement! - sound would have helped a lot in the presentation - it wasn't clear what cards could be combined/not combined - making this more clear would have really helped - maybe color code them so that 1 of each color could be used or something like that.

stormburpee 2018-04-23 15:47

Great idea, as with past reviews sound would be great! If you introduce sub types of the cards that would be cool - meaning that you can't use x card with x card (e.g. dash right, dash left). Small card descriptions would be great too, other than that - awesome work!

mccordinator 2018-04-23 18:42

Really neat mashup idea. Gamplay was pretty smooth!! Would be cool if the enemies would fire back and you'd have to pull off some timed dodges

jimbly 2018-04-23 19:40

I managed a score of 305, wave 7. Interesting to see how very different [from mine](https://ldjam.com/events/ludum-dare/41/deck-shooter), which is also a card-based shooter, though I went for real-time and deck building =). It wasn't always clear when I hit an enemy (did I miss? Did it have multiple HP?), so some kind of hit react or health bar would have helped there. I liked combining lots of weapons to have a turn of devastation =).

blinkenlights 2018-04-23 23:30

I really like the clean and simple, yet not minimalistic style of the game. The gameplay however could be a little more varied, in my opinion.

peachtreeoath 2018-04-24 05:59

Whoa I didn't know you do LD, surprised when I saw your name (426 SP here)!

This reminded me a bit like Frozen Synapse where you kinda had to gauge and predict enemy movements and take actions accordingly, which is a good thing. A few more AI/enemies types will make this really engaging since the decision making is a bit straightforward right now. As expected, nothing but a nice clean interface from you. Taking advantage of card combos and such is gonna make this game brilliant, great start!

2018-04-24 08:07

It's a very interesting mix. Like someone else mentioned, it reminds me of Frozen Synapse a bit, though it is less tactical in nature. I kind of wonder how it would be if it was just a CCG x Sh'mup without the turn-based element. I had a pretty good session playing it (455). Much of the feedback will probably be about juice, but the main mechanics are there and nicely done. I understand that polish comes afterwards and that it was developed in 15hrs, so the feedback is mainly for reference (not intended as criticism).

Feedback: + The card selection animations feel good and are also simple & streamlined. Handling them felt very smooth. + The Game-Boy-esque aesthetic gives it a nostalgic old school feel. If that was what you were going for, nicely done. + Player's bullet size & bullet speed could probably stand to be a bit bigger & faster. Easier measuring will allow execution to better mirror player intention. + The ease-in/out swaying in the player's movement should probably ramp up and down faster to give a better sense of control and responsiveness. + Enemy movement could be a bit more varied perhaps, with some stopping or coming straight down slowly. The randomized spawn points do help, though. + Card "types" could use more functional variety to give the tactical aspect some added dimension (i.e. defensive shield, speed buff, slow debuff, etc.). + The Bullet Hell card and a few felt more satisfying than the remaining cards, so it may be worth looking into how they feel juicier and/or more useful. + There is rather limited feedback in terms of damaging enemies & getting hit, though perhaps this was intended to feel retro when coupled with audio. + Perhaps I didn't get to them yet, but there didn't seem to be any way to level-up the cards with "Lv. 1" on them or collect new cards to enhance my arsenal. + Having some power-ups would be nice. Perhaps some could be simple boosts in movement/firing rate, while a few others could be new card types. + The HUD placement would probably be nicer if it were spread across the top rather than being in the left corner alone. + A few key audio effects would go a long way in enhancing the feedback loop for players.

In all, though, this was great. It's impressive how this was done in just 15hrs. Kudos on a solid first entry.

sanjeev 2018-04-24 11:23

Awesome work! I love the monochrome colour palette and the aesthetic in general. You did well to merge these incompatible genres but I think there is room for improvement (more cards and maybe enemy variety?). Being able to see your upcoming movements would be cool as well. Really good work!

oivin-f 2018-04-24 23:41

Works surprisingly well, the decisions aren't big enough to slow the game down to a creep, but keeps some action elements. Well balanced!

simonhutchinson 2018-04-25 01:22

Holy cow. This is fantastic. It's a great idea, and you clearly spent a lot of time working on the balance, as it's really rewarding.

Keep up the good work!

bloodyaugust 2018-04-26 05:26

I ended with a score of 430! A very solid entry: no noticeable bugs, good UI, solid implementation of mechanics. I felt like it was most in need of a little more "juice"; some sound, more options like bullet hell early on (and maybe tougher enemies to compensate), and something to spice up the visuals a bit. Extremely impressive for a first time entry, you avoided the traps of over-scoping and stuck to your idea. Well done! :smile:

EDIT: I played this on stream, if you'd like to check it out, you're at ~40:00. [Twitch Video](https://www.twitch.tv/videos/254590165)

quadtree 2018-05-12 23:02

Managed to get a score of 550. Liked the aesthetic, but if there's one thing I'd change it would be to make the turns a bit shorter. It often felt like there was no time to see enemy shots coming and dodge them. Nice job!