substain 2021-04-28 18:54
Cool idea! Theres a bug where you only keep on drawing buggy white cards. Also, i wish i could go backwards (on the map), but I think it fits the theme of going deeper and deeper
Foon → Ludum Dare Explorer → LD48 → Swab the Deck!
By Samdwester, dans17 and Andre_Pistachio
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 603 | 3.69 | 60 | |
| Fun | 463 | 3.65 | 60 | |
| Innovation | 451 | 3.62 | 60 | |
| Theme | 1680 | 2.84 | 60 | |
| Graphics | 744 | 3.81 | 61 | |
| Audio | 674 | 3.48 | 58 | |
| Humor | 874 | 2.71 | 50 | |
| Mood | 832 | 3.55 | 56 |
Cool idea! Theres a bug where you only keep on drawing buggy white cards. Also, i wish i could go backwards (on the map), but I think it fits the theme of going deeper and deeper
Nice 3d ships and water effect. music is a bit out of place. a bit too slow to progress to the cards. but it is a working game.
I had a really good time playing your game. So much work done! The idea to play cards in real time is quite innovative.
Very charming, first game of it's kind I have seen on ld48 so far!
I wasn't able to get it to run in the WebGL version, and I didn't see any links to download it. It seemed like a cool idea, and I would love to play it. If you figure out what's going on, or have a downloadable version for me, I would happily play and rate the game
This was so cool!!! I got excited by a pirate/ship on the sea theme, a lot of work obviously went into this. Really neat idea, the balance of energy vs cards was cool and I loved that everything was understandable enough to be fast paced (something I'm not used to in deck builders, but really dig). Great entry :)
Awesome! Gives me strong FTL vibes, but on the high seas. The visuals worked together wonderfully and the sound design complemented the theme and set the mood. If you went on to develop a full version of the game, perhaps with an endless mode or more "sectors", I can see myself losing a lot of time to it.
Very nice job for a jam timeframe. Could use some balancing allowing more than 2 hammers to repair the hull make it so I ended the boss right with full health.
Pretty cool game, I liked the art style. Gameplay was easy to understand, and the difficulty progressed well. Good job overall.
@yaakgold Sorry about that, we took down the windows build because the audio wasn't working. We fixed it and reuploaded it though, so you can download and play it now!
This music is so dope. Nice graphics in the combat too, I like how you sink under the water when you lose. The difficulty seems to really ramp up too quickly. Im not sure if I love the real time combat either. It might be nice to add in a pause button to think about your strategy more.
Very interesting concept, a real-time card battle. I feel like this can be expanded to a bigger game. Well done!
I think this is the best ld48 game i've played so far. Fun. Fast paced. Lots of content (for 72h). You have my 5 stars. Would legit buy a polished version on steam.
Nice idea. I like this game, I felt like I was playing good board game like Talisman so that was great. Only sometimes UI wasn't very clear and font was hard to read.
very fun to play, it just keep me trying to play over and over again!
since it's a quick decision game, I wish the status bar of me and my enemy could be in the middle or anywhere just closer to help me make judge the situation by one glimpse :)
I really like the graphics on this game. Well made.
I joyed that there is another pirate game, as I also made one. :) I found the game to be very exciting. The sound and music fit the game very well, I think, another music theme for battle would've been nice, but I know: time. The combat felt pretty easy in the beginning (looking at the small and medium ships) and made a jump in difficulty when fighting the first big ship. Thus I didn't look into the upgrading mechanics very much at first. After the first big ship, I then upgraded everything. Because the game was short, I had no really incentive to look into the deck-building parts of the game, as you already start with a pretty strong deck. Especially the repairing-card feels a little bit too strong. The final battle felt extremely intense and nicely balanced. I would have liked if all battles were a little bit longer, like the last one.
Two small points control-wise: upgrading hull says it costs 100 gold but in reality only costs 50 gold. You could catch cards mid-air accidentally when you drew them, thus sometimes blocking the cards you actually wanted to play.
Overall good job and very exciting game, I liked it a lot!
Very good and complete game, always really impressed with what people can achieve in the 72 hours. I liked the artwork style, reminds me a lot of PC games in the early 90's. Had a fun time trying to play through the game and reach the end, although after a few attempts I can unstuck both times by not being able to drag the card I wanted to far enough up for it to recognise that I wanted to use it. Overall though, excellent job!
This game is really great, I like the pixel style. (as a card game, much better than mine)
I really like how you took the Slay the Sprite formula and turned it into a real-time game. It made the gameplay feel a bit more tense so you were more prone to making silly mistakes (which is a good thing). I also really liked the PS1/2-era ships, they looked great.
My biggest problem was the feedback I get when playing cards/getting hit. It doesn't feel great instantly missing after playing a card without something in the way to show that. It also felt like the enemy ship/my ship weren't really reacting to the cards being played because my attention was always at the bottom of the screen where all the cards were.
Overall though, really good job!
I must say I like this one
This is a game I would play post jam, this is really good and I think it could be a really good game if expanded upon. Very innovative and was pretty fun! Great entry.
It really surprised me. The overall artstyle, while inconsistent, shows a good amount of quality. The deckbuilder style gameplay combined with real time action strategy was a nice, fresh mix that suited the flavor of ship combat perfectly. One complaint i do have is lack of audio / visual feedback for most actions, as without it many things feel empty to say the least.
Overall the entry was amazing and a pleasure to play!
I was suprised to like a "card" game. I always get confused and frustrated with card games, having too many rules that are not easly understand. I was expecting it to be the same but it was not. I was quite enjoyable. I spend 30m playing it :D good job man, well done.
ps: I have come across a certain bug, maybe you can fix it. I went through right side of the map 2 times then went to left 1 time (all fights, !), started playing, I could have been a bit eager and started throwing cards too quicky perhaps before all of them settled, then my cards did this: Screenshot_5.png
I'm not really a card game person but I really enjoyed this one! The switch between 2D and 3D graphics is a nice touch. The music is amazing! Congrats for your entry :smiley:
Cards seem to be really glitchy and wasn;t sure how to coml;etly play but love the map idea and story!
What a nice game, I really loved the water reflection, perfectly match with the lowly/pixel style
I really like the style of this game, both the visuals and soundtrack were well put together. The pixelated look of things somehow fits perfectly with the pirate theme. You did some interesting things with the deck-builder gameplay as well, I think that being able to pay cards as fast as energy charges is a cool take on this style of game. I did wish as I played some of the cards (grappling hook) that I could see somehow the effect that they had when it was changing stats of one of the ships, something like that could have elevated the strategy of the combat. Overall I think this is a great game, well done in a game jam!
Nice game, very cool style graphic, i really like it. Amazing sea music, its beautiful. Very cool work.
Very interesting twist! Funnily enough, I wanted to have a StS overmap in my game as well but couldn't squeeze in the time, so I'm glad to see someone pulled it off.
I actually found parts of this to be pretty engaging. The real-timeness of it offered a different twist on things since time is now the currency, so you take hits as you play bigger cards, not just spend up to an SP cap. Because of this, I found myself having a couple strats, one where I'm just dropping attacks as fast as I could, and the other for extreme healing (needed for bigger ships). I basically just use my fastest attacks to cycle through my deck and then use heals when I can.
One thing I couldn't figure out through play: how long do buffs last? I grabbed various cards with buffs like +energy and -accuracy, but I couldn't see how long those buffs lasted, unless they were permanent? I think overall, what's missing are more combo cards. Like to play into the realtime nature of the game, a card that allowed double damage for 2 seconds so that the player might save up for a big salvo when that card comes up. Obviously you're limited by jam time so it's not a big deal in the end. The existing system does allow for some light combos.
Glad to hear you plan to expand on the game, I think there are plenty of places for the game to go and I've never seen this kind of theming with a deckbuilder. Super excited to see what comes up!
@peachtreeoath Thanks for the feedback! Combo cards based on a period of time are a great idea for the game, and I can't believe I hadn't already thought of that myself. To answer your question, as of now, the buffs given by cards are permanent for the duration of the battle, but they are capped at certain values. I know it's not ideal that you can't see these values anywhere, but we didn't have time to integrate this information into the UI without making it look messy and overwhelming.
Very very cool ! I'm impressed by how much there's in the game ! Everyhtings fit nicely together and plays very well. I'ld have love to have some impact feedback when my shot didn't miss. I figure it would be easier to understand how much dammage each card does because right now I would just regularly look at the enemy's life bar and follow playing card after card without much thought. In my opinion, although a very interesting take, the real time doesn't work that well with a deckbuilding game( or maybe time should go a bit slower ?) Anyway you did an amazing job ! Congratulations !
Game was quite fun. Game as entirely felt old and I mean it as a good thing. Art, Ui and music all fit together quite well. I encountered that white card drawing bug on web version. Only downside I think is not being able to backtrack the paths and, paths revealing or greying out that we have already travelled. Real-time combat I think really suits the game, it doesn't make me strategize too much in combat and have fun.
Loved it! Great job! I'll probably play again and try to sink that juggernaut of a boss =D I'm thinking of how would a system to play that offline be like? With timers and alarms? IDK
Very cool! I liked the concept and it played quite well.
The graphics are nice and consistent, and so is the music (although I think something more like sea shanties would go better, but that might just be the sailor in me talking :grin:). I like that there are a lot of different cards and upgrades to buy. Although my winning strategy was just to buy 2 grappling hooks to debuff enemies and dump all my other money into ship upgrades. I upgraded my cannons to 1.5, sails to 0.6 and hull to 500 - and beat the end golden-sails boss fairly easily with just basic cards + grappling hook.
Some special message at the end would be nice. You have this cool setup with an amulet at the beginning and no resolution to it at the end, just "you beat the enemy; go back to start screen; puff". Would be cool to have some ending to go with this nice story beginning.
There seems to be a limit on upgrades (at least with cannons and sails, didn't hit a limit with hull). Would be nice if the game notified the player that he/she can't upgrade anymore, as otherwise it feels like a bug (maybe it is?).
I also liked the events on the islands - added to the atmosphere and made exploration interesting. The game definitely has a potential to grow and develop. Great work!
Nice game with interesting concept and well made sounds. Definitely a game I could play more than once. :) It feels like I didn't even have the time to scratch the surface in this game during the time I played it. You seem to have put a lot of things into it in this short time, impressive!
Congrats on a well made game, one of the better ones I have played during this jam! :ship:
Nice! I like me some pirates! Music could be a bit less... sad sounding lol. Also I think when new cards are drawn they should come up from the bottom so they are faster and so you don't accidentally grab them while they're moving into place. I ended up doing that a lot by mistake and it resulted in my untimely demise. Generally though the combat is enjoyable enough and the concept is good. Nice job!
The soundtrack is fantastic, The cohesive mood is so great I love the PS1 aesthetic. The water looks gorgeous. The combat is engaging, and the deck building adds a lot of depth to the game! Overall great entry!
This game might be the most promising of the game jam to become its own independent title. And could with more polish compete with Monster Train and Slay the Spire. This would also work amazingly well on mobile.
My main feedback is that for a proper release the individual game mechanics need a rework/rebalance.
To me it was unclear that energy starts from 0 each fight. Needs more feedback. This could be a great starting and then increase energy gain/increase energy cap.
Card draw happens immediately after you play a card. I would suggest to have a fixed rate of drawing cards as long as there is room. And then have upgrades for hand size/card draw.
The pacing of the fights can in my opinion slow down to like 1 card played every 3/5/10 seconds. This would give more time to think about tactics/strategy/and gives more time for newer/slower players to think about their actions.
The shop is a little too cluttered. I think the game will benefit from a smaller and more random shop. The upgrades of the ship were on first glance not visible and can stand out a bit more. Am unsure about purging cards from your deck outside of areas/shops, but am happy it is possible.
And lastly keep working on this title. Draw inspiration from FTL/Slay the spire/Monster train. More events. more fights. More relics. More sea curses. And possible a fight with a kraken. Or worse a fight with a yellow rubber bath duck.
I loved everything about this game. The graphics were gorgeous, the sound and music was wonderful, and the gameplay was fun and kept me on my toes.
I know I had a bit of an easy time with it when I played it on stream, but that might have been just because I didn't make it super far before I had to move on to the next game for time. Even if that wasn't the case, it's great that you leaned into making it easier rather than harder especially for a jam.
I think I would also say that combat might need to be a bit slower. I got to a point where I was regaining energy so quickly I could essentially start spamming out everything in my hand. Maybe there could be a way of making some cards like the barrels of rum used only once in a fight per copy or something. Just a thought!
This game was so much fun! The graphics, music, pirates... amazing! I'm blown away by the deck building ideas you have for the game, its a like a mix between slay the spire, clash royale and megaman battle network, which are all right up my alley. Congrats on making such a fantastic idea for such a short amount of time! I very much enjoyed everything this game has to offer!
Fun game! It was quite challenging until I realized how powerful energy gain in combination with the healing card is. At that point, I didn't feel the need to buy any of the more expensive cards anymore and it was rather easy to make it to the end. Maybe that could be balanced a little better. But you managed to make quite an intricate game here for a game jam, and it's interesting how everything is in real time so you have to make decisions quickly to get ahead of the enemy.
[Thanks for submitting your game to our stream!](https://www.twitch.tv/videos/1015845981?t=03h11m29s)
It's honestly crazy how much is going on with this game, considering it was just made in a weekend. Y'all cranked out some stellar work here. I remember you guys mentioning that you were planning on expanding on this, and I hope you do! It seems like a very promising concept. :slight_smile:
Very polished! I was initially scared of how complex the deckbuilding aspect might be, but ultimately it was very manageable. The difficulty seemed to ramp up quite quickly, though! Very ambitious and cool!
I had a lot of fun playing this, I didn’t really have a lot of feedback in stream other than to hide the cards at the end of a battle and maybe display text in the center of the screen, and maybe hovering over the ship stats in the shop could also say what their effect is!
Awesome stuff I loved it!
It's nice to see a fellow card game. I had a lot of fun with the real time battles and the deck building. To me, it had a similar feel to mmorpg fighting as in you need to wait for energy/mana to play your cards/cast your spells. It's amazing how you managed to add deck building in 72h! Good job!
You got a lot of content for a game jam entry! I enjoyed the graphics. A ship game as a deck card is cool idea. You should definitely polish this game a bit and bring out a new version!