FoonLudum Dare ExplorerLD45 → Card Hero

Card Hero

By skyball

View on ldjam.com

CategoryRankScoreCount
Overall2983.2823
Fun2273.2623
Innovation3492.9523
Theme4022.9023
Graphics4242.6623
Audio3342.5520
Humor2822.3620
Mood4072.7222

Comments

kanonix 2019-10-06 20:31

Game is simple but quite effective ! The design is simple, but cards are even better good looking and I loved it ^^ Be careful with your sound volume though, it destroyed my ears with my headphone :D

Good job !

cpokered 2019-10-06 20:35

I would recommend a better mad design and higher contrast with the tiles. Try a metroidvania type maybe

kirbloid 2019-10-07 00:14

It's cool when you can feel the progression between "okay but what is the game" and "ooooooooh neat!" as you play it. This is definitely the kind of game your imagination can run wild with possibilities on.

twinturbodouche 2019-10-07 13:56

I like the idea of using cards as pickups! The enemy health progresses a little too quickly but if you learn to run and hit, you're fine! Nice game!

bungalow 2019-10-07 13:58

The cards look really nice and I've never seen this sort of gameplay concept in a game! Awesome job, loved it! :)

polyethyleneglykol 2019-10-07 13:58

Interesting Idea with the cards as weapons! The floor and wall tiles need better distinction, but other then that pretty cool!

rillep 2019-10-07 14:11

The sword animation was super cool! I think the game would have felt way better if the movement was not locked to the grid and was a bit faster.

joe-williamson 2019-10-08 16:09

I like the concept and I'm a fan of card collecting style games. The grid based controls were a little awkward, and didn't feel consistent with the non-grid movement of the enemies. As others mentioned, more contrast in the walls would be helpful. Also, the randomness of the fire was annoying sometimes when it just didn't go where I needed and then I'd have to wait. Was fun to collect everything :)

skyball 2019-10-09 19:30

Thank you so much to all of you! I am glad that you liked it with its flaws nevertheless.

I know, some of the elements seem a bit weird, but that was the best I could do in the 2 days. I definetely learned a lot of new things and this is the most important to me.

doodums 2019-10-19 10:53

I liked the grid movement, I think if the enemies also were bound to a grid, it would have felt better. Also having to move so closely to the side for the camera to show you the border didn't feel that great.

Other than that, I really liked it, well done!

sheepolution 2019-10-19 11:02

Solid game! It was well balanced with the monster becoming more difficult to beat. The sound effects worked well. It's also impressive how long the game is. Well done!

adam-saudagar 2019-10-19 12:39

really good game well balanced, speed felt a bit slow in the start which makes the game feel a bit unresponsive, I reallized that this is for balance but maybe u can change something... the walls and the floor looks a bit similar which was confusing me alot, apart from that really great game. loved the boss fight and varity of enemy types

Really good job! Keep it up!!!

thecritterscove 2019-10-19 22:57

Neat game concept, but it has some issues. As a few people mentioned, the movement and collision is a bit wonky. There should also probably be a slight cooldown between hits against the main character. It would also help if the beetles had different colors or sprites depending on their health/strength.

I like the card move scheme, but the cards probably don't need to take up so much space on the screen. The fire spell is fun, though a little unpredictable. In the beginning it's a little awkward wandering around to find the first card. Maybe place the card a bit closer, or briefly point an arrow where the player is suppose to go initially.

The game is a bit rough around the edges, but it has a lot going on for a compo game. With a bit more work, you might have something really interesting here.

umsee 2019-10-20 04:48

Solid level design. Good game. With improved graphics it can go a long way.

aurthem 2019-10-20 09:34

I see this game as an action RPG (e.g., Diablo) with leveling replaced by items from exploration. The level design is pretty good, barring the "starting with nothing" part (the first ability could've been closer, or an arrow could've been used to prompt exploration). A few notes: - Being unable to move diagonally when two buttons are pressed simultaneously gives a very sluggish feel to the movement. - Enemies move in a straight line based on visibility, but weapons can hit through walls - this leads to "cheesing" them around the corners, plus the player cannot escape if the enemy caught up to them. - Enemies have a different amount of hit points without any indication, so the player is unable to plan their actions appropriately.