thenerdster 2019-05-01 16:59
I like the idea, took some time to learn but I haven't played many card games before. Congrats on your entry!
Foon → Ludum Dare Explorer → LD44 → Mana Loss
By tempii
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 963 | 2.96 | 43 | |
| Fun | 885 | 2.87 | 43 | |
| Innovation | 489 | 3.18 | 42 | |
| Theme | 191 | 3.80 | 43 | |
| Humor | 893 | 2.07 | 36 | |
| Mood | 1038 | 2.44 | 39 |
I like the idea, took some time to learn but I haven't played many card games before. Congrats on your entry!
This is a nice start, too bad I coulnd't enjoy it fully because it was not fitting to my screen so I didn't see all that was happening :/
The lack of animations can be a bit confusing, sometimes you don't really know what happened with your cards while the opponent is playing. However the game does have quite the potential, I really like the concept and the general feel of it. Hope to see you in the next jam!
the art you have looks promising. I know it looks incomplete, but I can see how it works. love it! keep up the good work!
Fellow first timer here. Congrats on submitting the game. The idea is very good, and the pixelart you managed to finish are also pretty nice. Too bad you didn't have time for more art and music.
I think that it’s interesting to have a lot of mana to use. For some reasons the player HP is outside the screen so I can’t see the total, but could play a round anyway. Maybe add more ways for getting more cards to play more spells with the extra mana/ life pool?
Thank you all for the great feedback! I myself wasn't quite satisfied with my entry, but your kind words helped :)
@entropy, @ristoretto I uploaded a new version additional to the actuel entry, if you want to try it again. With the new version every screensize should be working (The font gets pretty illegible on low resoultions though)
@hopeen To deal with taht problem at least a little I have the battle log, where you can read what happens, but if I can manage to add animations that for sure whould be great and way better. I'll see if I find time for that.
Ambitious for a gamejam game but i think it is good you tried to fist get the underlying mechanics good of course some art would made it feel more complete but you can play it (and in my case lose it) so well done
I think the UI could be clearer if you put the attack values of monsters on the top of the card, just like you did with HP. I like the concept though and it fits really well with the theme!
a .exe is NOT a universal binary :angry:
Not sure what to say because i did not played many card games before and was not easy to understood if you did not read the actions. But liked the idea you had and awesome, considering its your first jam and your first time with unity, props for that :D
I am not used to play card games and I had some troubles to understand the game, but this is only me.
However I like the look of the game and the drawing works as expected. I also liked the battle log.
Not a bad first try but maybe you bit off more than you could chew for a first time, card games are can get tricky :)
I'd suggest keep working on it a bit just to iron it out some so you can learn where to put focus in the next jam. Art is not bad at all for a jam entry where you did it yourself.
This is a really nice game! I really enjoyed the mechanic and it was pretty good game overall, the balance was spot on! And the AI is clever enough haha
My suggestions on how to improve this game (you can ignore this if you want): - Make the cards distinct enough, by using different colors for monster and spells (you can use the text of the card but it needs to be more prominent) - Zoom in on the cards on hover, it does not only look cool, but will help with reading the text on the card - Highlight the available spots to put your cards on, in the spawn face the spawn area, on the main phase, you targets (in case there are monsters the monster, otherwise the enemy player) - Make the points clearer, right now it's a small text in a small area, it could be bigger and somewhere more visible, I do like that it's a part of your card, but reading it is kinda hard
These would help understanding the game much better!
I think it has a lot of potential, you can even go and steal ideas from other video games based on TCGs haha
All the stuff you managed to get done in this Jam, alone, is incredible, keep it up!
PS: Edit your itch.io page, and put the LD44 entry link in the "Ludum Dare submission URL" below the tags, so that you can appear here: https://itch.io/games/tag-ludum-dare-44
Cool game, i didnt see my HP while playing,but nevermind. Fun to play for a few games.
Fantastic first LD game. I liked the graphics. Can’t go wrong with a decent bit of pixel art 😄. Not bad for just 72 hours! Nice one 🙌
@positive thanks for the great feedback, I'll definitely keep working on this. Right now I am working on animations for the enemy turn and a menu system. When i am finished with that I will work on some of your ideas, I really like them.
@flamus You can see your HP on the top right corner of your player card, I'll make it more prominent in a next iteration
I think this is the second card game I've seen in this contest, the general card game mechanics and rules are really well-done. Not just the card interactions but the dragging and UI really worked, the cards even rearranged through dragging. That whole text log gives a lot of explanation and makes it easy to understand but at the same time it shows how much complexity needed to be managed in making the game work.
My main criticism is that there should be a bit more strategic depth. But overall the game is well-built.
Cool game, very ambitious.
It's a little confusing when the cards rearrange themselves after I attack, I had 2 Earth Elementals out and I kept trying to swing with the left then right one, but when I swung with the right one it had already attacked. You could also try some sort of indicator to say when something has been used this turn(unless I just missed that).
@zyrconium Yeah I noticed that issue as well and I'll add to my TODO list to fix it :)
Neat little game. It's quite easy to play. The AI is very stupid in what it attacks. Destroying my imp while I also have a fire elemental.
Wining is quite easy as long as you focus on keeping the field empty and attacking the enemy player.
You can look at https://ldjam.com/events/ludum-dare/44/they-ran-out-of-mana since it's a card game with a similar theme.
Ambitious! Was quite fun when playing, but a scaling UI would be very helpful. Had a bug where the enemy player played cards so his life total was 0 but didn't kill him. Very fun concept though!
@rmleverton thanks for the feedback, I'm not sure, how that was possible, do you remember how he got to 0? By a spell, monster attack or by playing a card himself? That would help finding the problem.
Hi! It's cool to see similar card games. I like that the game is similar to ours but focusing more on the summoning and trading creatures. The game works fine, so congrats.
The UX could be better. I understand that you had little time for the game, but here you are some feedback.
+Just starting the game I expected to be able to summon some creature. I couldn't because I had to press space to go to a different phase. Could you implement the same game without manually handling the phases? Maybe like hearthstone where you can summon and attack in any order during your turn.
+Why can I only summon 1 creature in my turn? It's not stated anywhere. I wanted to summon anything on my hand. I had the "mana".
+Life is difficult to see. Too small. It would be more familiar if the characters were in the left.
+There is no clue to see that a creature is damaged.
+Was it necessary to visually show the draw and discard pile? It doesn't affect gameplay and produces confusion. Can I draw cards there?
+The orange/brown background color was a little bit dull.
+And, as other people say, more feedback would be welcome. Zoom, movement, etc
Thank you very much for your comprehensive feedback @sergi-montaner!
To adress your points: +Are you sure, that you couldn't summon a creature? You should start in the spawn phase, where you can summon something or skip that phase, next somes the main phase where you can cast spells and attack with your monsters. Something like hearthstone might work yeah, but also like hearthstone some option to skip/end turn is neccesary, because you can cast as many spells as you want and the gae cant find out, if you are done, or you aren't.
+This behaviour is intended (so it is not that big of an advancement, if you draw more monsters than your enemy at start) and I thought it was clear by writing "spawn A monster" in the log, I will change it to "spawn one monster" so this gets clearer.
+I will definitly make the life more prominent in the next iteration, since this was critiziced by quite some people already. I'll also try to switch the players position with the battle logs and look what I like better.
+Good point, I should definitly change the colour, just like you did!
+This was included in the design because I intended to make animations for drawing and discarding, but I didn't made the jam version. Hopefully will be part of a later version, otherwise they will probably be cut.
+I'll put a different background on my graphics TODO list :)
+and lastly feedbackwise, just like the draw/discard animations this is pretty much the next thing on my TODO list and I am currently working on it.
Thanks again for the great feedback, I definitely plan on keep working on this, so every feedback is well appreciated!
It's a nice start, and keep at it. The suggestions that have already been given are really good, and the feedback on enemy and player actions that you mention will go a long way. Nice work!
The game is pretty cool, but I would put the card's atributes in a separated area not with the text, so the card would be easier to understand.
I Hope you continue to work on this game, polishing and improving it, this ddefinely has some potential
Great use of the theme! As other mentioned, it was a little difficult to figure out what's going on (i.e. which monsters have already attacked). It would be great to have more visual feedback - understandably time is a major constraint here. Well done, would be interested to see an updated version!