FoonLudum Dare ExplorerLD54 → Spellfire

Spellfire

By quadtree

View on ldjam.com

CategoryRankScoreCount
Overall3163.0223
Fun3242.7823
Innovation2273.2623
Theme1553.7823
Graphics3202.7123
Audio2702.5223
Humor2252.3020
Mood3242.4722

Comments

triangle-point 2023-10-02 00:45

Great take on the theme, love the puzzles and how you need to structure your attacks based on your pieces, grid size, and SP amount. Very good game!

xinux 2023-10-02 17:06

Impressive feature set for a weekend jam! Card battlers are due for some extra complexity, and this is a nice way to do it. Adheres to the theme in a nice way.

spacecadet 2023-10-05 11:25

Pretty fun game with lots of different spells. I cannot get past the level 4 because the mentioned feedback spell doesn't appear and I get ripped with the opponent in one or two turns.

dod108 2023-10-16 09:54

I like the idea. With more polish etc. it could be very fun. In the current state it's a little bit poorly balanced and not very clearly explained (MTG-like phases are a little bit confusing without clear explanation). I didn't have the shield spell, probably a bug. Also, in the level with the feedback spell, the enemy could kill me in their first turn and I couldn't do anything: not fun. Btw, feedback spell is not clear: what is the corresponding space on a grid? The place with the same coordinates from the top left I guess, but it's not clear. Anyway, cool idea.

scarytreegames 2023-10-16 11:07

A non-trivial implementation of a card game corresponding to the LD54 theme!

voidsay 2023-10-16 14:16

My Neanderthal brain was incapable of memorizing the rules from the previous levels, which lead to a prolonged final battle with many a restart. When I finally put my thinking hat on, combined my brute force observations and did some grade level math, I managed to become the champion!

I am a bit iffy on the two phases. You certainly could have easily squashed that into a single one. Thematically it makes sense, but in practice you're just clicking next turn twice.

pen-island-games 2023-10-17 01:51

Very interesting grid based card battler. I like that idea quite a bit. Lacking some polish (the audio is quite annoying) for sure, but there's a solid idea there.

Obviously in a full version, you'd be building a deck as you went along, and maybe even building a grid. I think adding rogue-like elements could be quite fun in this format.

The game as-is has some balance issues, as is to be expected from a jam game, and it's a little confusing. Particularly, I wasn't sure how my grid matched up with the other side's at a glance. That should be made more intuitive somehow. Also, I was never quite sure which reaction cards I would have available until I ended my main phase, and I also didn't quite understand if cards refreshed or I drew more or if when I used them they were gone forever, etc.

Always fun when card games use physical space as an element, and this is a version of that I haven't seen before. I wonder if you might consider making the grid more literal, as in representing it as soldiers on a battlefield or something. That might make it make a bit more sense, bc right now casting your spells in a grid doesn't make the most intuitive sense.

This is a very cool central concept that could really be something special with more refinement and a few more iterations on the core idea. Nice :)

yoss-iii 2023-10-17 04:42

very cool spin on the "suitcase filling" concept! might be nice if the defensive spells showed up even when not possible (it took me a while to figure out that Shield cost 3 SP)

EDIT: Oh, also I really enjoyed seeing what happened when you choose not to cast anything in a turn

nullval 2023-10-17 14:48

It was very hard to understand what I did that worked and what I did that didn't worked. Great job at making a fairly complex system and game in such a short time!

kaliuresis 2023-10-18 03:53

The concept is very interesting! The fact that unusable cards are not shown made it confusing to learn, since if you make a mistake you have no idea what you missed. If they were greyed out instead you can learn that you need to save space or SP to do something. The last fight seems like it's impossible if you're unlucky on the enemies first flame lance placement.