curiouslycory 2020-04-21 02:13
If I have one criticism, it's that the battle system being where it at kept my attention away from the great artwork!
Foon → Ludum Dare Explorer → LD46 → Chaincards
By federico-giorgi, AssoAndrea, BakemonoMori, Pyncial, DanielNobula and Shamuraio
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1047 | 3.56 | 40 | |
| Fun | 1356 | 3.25 | 41 | |
| Innovation | 1445 | 3.17 | 41 | |
| Theme | 2237 | 2.98 | 41 | |
| Graphics | 717 | 3.96 | 42 | |
| Audio | 993 | 3.25 | 41 | |
| Humor | 1386 | 2.69 | 35 | |
| Mood | 1177 | 3.41 | 39 |
If I have one criticism, it's that the battle system being where it at kept my attention away from the great artwork!
Very creative, the artwork is great! Only criticism is that I wish we got new cards faster.
Seems like a cross between oldschool Final Fantasy combat and Slay the Spire. I played the dungeon through a couple times, but building a specific deck when getting 1 card each time seems painfully slow. Otherwise a very polished game, including credits, settings and even an intro cutscene! I would be interested in a postjam version of this, with more deckdraft elements =)
great art! i wished i could select the next card at any time and just wait to see it happen instead of spamming the mouse button :D
Whenever I hit start I just get an empty Unity level...
Outstandig graphics and animations. The little Lore and animation was a nice add to the game and the music is on point with the mood, but, it becomes to repetitive, the gameplay also. It is missing some "!!!", idk, maybe instead of "Evolve", have a "Use all cards in hand". Just an idea. I quit im the middle of my second run. The game itself is very very pleasing to look at and to listen to, everything connects, it misses something in the gameplay.
@condensate We're sorry, can we have more informations about this error?
The artwork helps set a dreary mood and is fluid enough to get a sense of how the creatures would act. Beyond that the supposed strategy elements this game presents are lacking. The abilities appear to be on cool downs, so using the heal and evolve actions as soon as possible is the ideal tactic. It would also be nice if the next card could be selected to play when the timer is ready, having the feeling that seconds are being lost is a drawback of this kind of system. There are a few tweaks to make the game look cleaner as well, such as changing the card face to the next kind of card when it is off screen instead of when it is clicked. I do like the effort put into making a story, though the lore text is small to read. I get the impression this game had a lot more planned with the deck building aspect, but playing it over and over again against the same monsters with different cards is not very appealing. Hopefully post jam the team behind this game can finish what they envision this game could be.
Someone else said "Final Fantasy combat" and "Slay the Spire". I think that fits this game perfectly, and you should feel proud to have made something ressembling those two beautiful wonderful games. Thanks for the experience!
The art is perfect, the game is very well done. good job :)
Great animation. Cute character for sure.
I have only good things to say. Chaincards is extremely fun. I just played the game for 2 hours non-stop. The artwork, slow animation, and creepy music set up an amazing atmosphere. The card system gets really interesting once the player has more cards and kept me entertained. The only negative I have is I wish there was more of this game. I hope this gets more added later on!
It's time to d-d-d-d-duel! Really creative use of 2D hand drawn sprites in a 3D environment. The card battling concept is fun and has a lot of potential for more different types of cards/decks. Great job!
(Also the poetic dying letter is a nice touch!)
characters looks like from final fantasy game (but in chibi version). good work
Really nice work, graphics seemed bit confusing but fit really well in game with animations and fx !
Love the art and music. The cards could have used a shadow or alternate color when on cooldown, or maybe it was there and i didn't notice. Heal seemed to only be working half the time. Overall i liked it. Thanks for the entry.
Well this quality of game is unusual for a jam, you nailed it congratulation. All the production is impressive. Just a feedback about the card gameplay, I end up mostly using only one card and waiting to have the good one to make it evolve, I not use the other card often, but maybe I'm just playing badly. Anyway , congratulation for you awesome work !
I don't really understand what this has to do with 'Keep it Alive' but the combat mechanic is quite neat. I think some sound effects for when the cards are played would really add to it. The 2D sprites are amazing, of course, and the mood is quite effective. Well done!
Non è divertente non ho riso. La tua battuta è così brutta che avrei preferito semplicemente ignorarla. Ad essere sincero, questo è un orribile tentativo di cercare di farmi ridere. Non una risatina, non un ahah, nemmeno una sottile fuoriuscita di aria dal mio esofago. La scienza dice che prima di ridere il cervello prepara i muscoli del viso ma non ho sentito la benché minima contrazione. La quantità di potere del cervello che devi aver messo nel fare questa battuta ha il potenziale per alimentare ogni casa sulla Terra. Impara ad avere una personalità e a fare battute, leggi un libro. Non te lo sto dicendo per far ridere, lo dico seriamente su come questa sia solo la punta del tuo umorismo imbarazzante. Sei riuscito ad uccidere da solo l'umorismo e ogni sketch comico possibile ed immaginabile sul nostro pianeta. Sono davvero deluso che la società nel suo insieme non sia riuscita a insegnarti come essere divertente. Onestamente, se avessi tutto il mio potere e il mio tempo per cercare di rendere divertente la tua battuta, avrei bisogno di Einstein in persona che mi costruisca un dispositivo in grado di collegarmi all'energia di un miliardo di stelle per poterci riuscire, e anche allora rimarebbe non più di una piccola battutina. Sei fortunato che provo un minimo senso di empatia per te dopo averti spiegato che la tua battuta non faceva ridere, altrimenti avrei commesso ogni crimine di guerra solo per impedirti di provare mai più a fare dell'umorismo. Dovremmo mettere la tua battuta nei libri di storia in modo che le generazioni future eviteranno di diventare un fallimento comico così assoluto. Sono deluso, ferito e completamente offeso dal fatto che abbia sprecato il mio tempo prezioso per capire quella battuta. Mentre la leggevo, stavo pensando di aiutare i bambini meno fortunati, e tu mi hai sottratto il tempo con il tuo terribile tentativo di essere divertente. Ora quei bambini soffrono e la colpa è solo tua. Spero che tu sia felice di quello che hai fatto e spero davvero che tu possa andare avanti e imparare da questo patetico tentativo di fare ridere.
Gostei muito do jogo. :)
I really enjoyed the game. :)
Chaincards.png
Avaliação...
1 - Mecânicas, Aprendizado e Fluxo: A sub-mecânica de card game sendo utilizada como mecânica de combate em um jogo de duelos consecutivos ficou muito interessante. Senti falta de atalhos para utilizar as cartas (1, 2, 3, 4; etc, com a tecla de atalho na HUD e tal). Aprender a jogar não demorou acontecer, logo percebi que havia duas habilidades disponíveis que independiam do meu turno (mas não entendi direito do que elas dependiam, se era de tempo ou outro fator). Seria interessante desenvolver essas habilidades também, quem sabe conseguir experiência para diminuir o tempo de recarga (com contador visível) e também aumentar "efeito crítico" para cura e a porcentagem de bônus da evolução temporária; aumentar pontos de vida também etc. O fluxo pareceu equilibrado, o último inimigo pareceu mais complicado que os anteriores. Fico na curiosidade para saber se um jogo maior poderia fazer bom proveito e se manter interessante em termos de flow. Era possível mesmo pegar as cartas elementais ao final (tentei e não consegui)?
2 - Gráficos, Áudio, Narrativa e Polimento: A maior parte da arte gráfica me agradou bastante os olhos. Algumas ficaram levemente confusas para mim (como as duas de introdução da masmorra). Além disso, a carta ficou muito pequena (independentemente da resolução). Quem sabe fazer ela com scroll vertical permita ler com mais calma a lore. Senti falta de alguns efeitos visuais (mas não daria em tempo de game jam). Então fica como sugestão para continuidade do projeto (caso seja a intenção). O áudio do menu foi confortável e o restante serviu bem de base, possivelmente trilhas poderiam ser melhor distribuídas e efeitos melhor aplicados caso pretendam fazer polimento. Especialmente se for casar tudo isso com um prolongamento da lore. A narrativa pode ser melhor casada em caso de um prolongamento do tempo de jogo.
3 - Cultura: Tira proveito de interessados em card games e de interessados em VRPG (RPG Virtual). Isso fortalece a chamada de jogadores. Se a narrativa for bem desenvolvida, pode fazer força no sentido contrário: o jogo somar à culta (já vi alguns jogos assim, mas em geral foram jogos experimentais, gostaria de mais estágios neste jogo; se fizerem algo assim me deixem recado).
4 - Monetização: Com base fortalecida, creio que o jogo poderia ir bem de forma mista, jogando de casa no computador pessoal e tendo como jogar contra outros jogadores via celular. Talvez vendesse com propagandas, tempo para novos jogos, ou mesmo venda de packs sortidos de cartas (daí creio que vencer masmorras dar cartas sortidas cairia bem, assim não ficaria pay-to-win se alguém jogasse muito tempo (conseguiria mesmas cartas)). Talvez comprar variações de cartas que já possui, mas com imagens diferentes (tipo fazer upgrade das próprias cartas para o versus).
Evaluation...
1 - Mechanics, Learning and Flow: The card game sub-mechanics being used as combat mechanics in a game of consecutive duels was very interesting. I missed shortcuts for using the cards (1, 2, 3, 4; etc, with the shortcut key on the HUD and such). Learning how to play was not long in coming, I soon realized that there were two skills available that were independent of my shift (but I didn't quite understand what they depended on, whether it was time or another factor). It would be interesting to develop these skills as well, who knows how to get experience to decrease the cooldown time (with visible counter) and also increase the "critical effect" for healing and the percentage of temporary evolution bonuses; increase hit points too etc. The flow seemed balanced, the last enemy seemed more complicated than the previous ones. I am curious to know if a bigger game could make a good profit and remain interesting in terms of flow. Was it even possible to get the elemental cards at the end (tried and failed)?
2 - Graphics, Audio, Narrative and Polishment: Most of the graphic art pleased my eyes. Some were slightly confused for me (like the two introducing the dungeon). In addition, the letter became very small (regardless of the resolution). Who knows how to make it with vertical scroll allows to read the lore more calmly. I missed some visual effects (but I wouldn't have time for game jam). Then it remains as a suggestion for the continuity of the project (if it is the intention). The audio on the menu was comfortable and the rest served as a base, possibly tracks could be better distributed and effects better applied if they intend to polish. Especially if you are going to marry all this with an extension of the lore. The narrative can be better matched in case of an extension of the playing time.
3 - Culture: Take advantage of those interested in card games and those interested in VRPG (Virtual RPG). This strengthens the call for players. If the narrative is well developed, it can be strong in the opposite direction: the game adds to the culture (I've seen some games like this, but in general they were experimental games, I would like more stages in this game; if you do something like that, leave me a message).
4 - Monetization: With a strengthened base, I believe that the game could go well mixed, playing from home on the personal computer and having the ability to play against other players via cell phone. Maybe it sells with advertisements, time for new games, or even selling assorted card packs (so I think that winning dungeons by giving assorted cards would go well, so it wouldn't be pay-to-win if someone played too long (would get the same cards)). Maybe buy variations of cards you already have, but with different images (like upgrading your cards to versus).
We streamed this last night with you and it was great fun! I wish the controls were numbers rather than click, but it sounds like that is already in the works! Love the vibe this game gives off.
linux version works: )
don't know why, it sets resolution to 640x480. after, in options, i set resolution to fullhd, after beat dungeon in main menu resolution sets back to 640x480.
and mouse cursor are big (really big, it's huge, half screen), may be that use my system cursor multiplier?
game plays good: )
@xart2012 The resolution issue is a common issue between all versions, we're working on a post-jam patch that fixes something, like this things. We're sorry for the issues, like the mouse one (we're using Unity default cursor to change che cursor)
Thanks for submitting your game for me to play on my livestream!
If you’d like to rewatch the playthrough, you can find it here:
https://www.twitch.tv/videos/615952171?t=2h13m13s
Good luck on your ratings, see you next LD! :D
💜 Elysia Griffin AKA Button Feedback Lady
https://www.twitch.tv/elysiagriffin