maybeagoose 2025-04-08 02:19
I love card games and I liked this game, but I noticed a bug, it is not always possible to select a card, sometimes it is simply skipped
Foon → Ludum Dare Explorer → LD57 → Doctrines - LD57 Game
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 698 | 3.15 | 44 | |
| Fun | 748 | 2.83 | 42 | |
| Innovation | 785 | 2.58 | 44 | |
| Theme | 783 | 2.75 | 44 | |
| Graphics | 183 | 4.17 | 45 | |
| Audio | 328 | 3.47 | 42 | |
| Humor | 624 | 2.25 | 37 | |
| Mood | 314 | 3.76 | 43 |
I love card games and I liked this game, but I noticed a bug, it is not always possible to select a card, sometimes it is simply skipped
Really enjoyed the art and general aesthetic here. I felt that I only really had one card that did notable damage (the 20 damage card) and the others were somewhat ineffective.
I was very excited to see the ???? card come up, but it didn't do anything when I tried to play it.
I can see lots of opportunity for strange and interesting effects in this space, similar to Inscryption.
Really liked the artstyle with all the dithering!
I noticed some cards in the middle were not being highlighted, although I could still select them.
I also wasn't sure if the slime was healing itself or not, its health bar kept resetting.
The visuals are stunning and i liked this game overall. I had a ??? card that i did not understand and could not use - also the card picking was a bit infuriating at times ^^
I really liked this game, it completely goes with the theme of the jam and the art gives it a spooky and special touch. I found some bugs with some cards not wortking, the card labeled ??? did nothing and sometimes its hard to pick a card in my hand, it kept prompting me to grab the other cards in my hand. Awesome work!
Selecting cards are a bit wonky, and some of them (like ????) seem to have no effect. The audio and visuals are amazing! I love the idea of entities inflicting madness instead of damage. I think with a bit more polish this would be a really good game.
Very pretty game, sfx very solid as well! There's a lot of potential for sure, I hit a couple bugs with some cards not playing, but dang it looked great and you swung for the fences with all those complicated card mechanics.
Overall a very good-looking game which had me wishing there was more to do.
Some observations I made while playing: - It can be hard to select a card in-between two cards. Having them more spread out would likely aid in seeing what every card is. - The font is a little difficult to read. An option to select a different one for better readability would likely be good for accessibility. - Card effects are sometimes a little difficult to read / parse ("Look at the next card; choose to top or bottom"). The card text during the effect is fine and descriptive enough. - I honestly didn't realize 5% damage was 5% of max rather than 5% of current, making me less likely to use those cards in the beginning and thinking I couldn't do (meaningful) damage / lower health enough to kill. - Not exposing numbers might be a stylistic choice, but it makes it hard to gauge if I am doing well or not / what to prioritize. - Releasing cards onto the field sometimes seems to does nothing, which might be some mechanic which I don't understand. I tried merging multiple cards together up top, but couldn't find a combination that worked.
Aesthetically, the game is extremely strong and all of the base-line functionality is there to turn this into a competent card battler. Very nice work!
Awesome art style and overall feel! I would've liked to see a few more strategic trade-offs in gameplay, either in deck building or in playing each hand (e.g. you'll never prefer dealing 5% damage to dealing 20 damage). Theming was also clever!
The animations of the summoned creatures are insanely cool! Really got the right timing on the giant eyeball.
It would be nice for more of the unfinished cards to work, but you nailed the mood part of this.
The web version did not load for me so I downloaded the windows build. The art is fantastic, I like the dithered looks to it and the whole theme. The music and SFX really fit the look and feel of the game.
The card selection felt a bit off, like it I could not always grab what I want.The reverse healthbar with the increasing madness is cool. I wish you could see the health and madness numbers though, hard to tell exactly how much you have.
I can see you pursuing this into a full game later if you want. Excellent work by the team!
Great aesthetic, love the card art, monsters, and all the flickering red candles. Sometimes hard to pick cards because they're packed close together and can end up stuck behind the ones next to them, and (like many of us) some loose ends left unimplemented. Cool concept!
Thought the aesthetic and gameplay concept were cool, but the card selection was very unnatural and some cards just didn't seem to work. Didn't really fit the theme in my perception either, at least in an obvious way. I want to rate this highly because I love card-based games like this but I think I just wasn't able to get the full intended experience due some bugs. Would be cool to see a more fleshed out version with more cards, fixed bugs, and more story. I don't want for this comment to discourage you, keep at it if you are able! I know a lot of people would love to see a game like this succeed.
Really cool visuals and art! Monsters looked really cool. Gameplay was okay but cards were very limited and repetitive. It was also really hard controls-wise to pick cards 2 and 4 and that was a little frustrating. Also not sure what was going on with the ??? card? It didn't do anything and just stayed on the field. Music was great and very fitting for the atmosphere. Nitpick, plot wise it made little sense: why am I summoning things just to kill them? :) With a few more fun cards and no mouse selection jank this could have been way more immersive! Overall great vibes and aesthetic.
Such a nice artstyle! game looks so good and gameplay is enjoyable
Mood and Theme is awesome as well as the sound. The playable cards are a bit to basic, making it not super fun to play from the mechanic perspective. But very cool overall for the time constraints.
Great idea and lovely graphics
Very pretty entry! Too bad some of the cards weren't implemented, they had very intriguing effects... still, congrats for getting the game out! <3
I like the color pallete and the art style, it's a really beatiful game and it helps a lot to create a good atmosphere and mood to this game. It has also a good and fun gameplay.
Beautiful color palette and artstyle in general, some images on cards really made me stop for a moment and appreciate them (the sad skeleton!). Some cards don't seem to work, and choosing a card in the middle of the two is difficult sometimes with the current controls. I'd consider fixing some bugs in the build if the programmers have time, but otherwise, it was a fun and really pretty experience!
I'd love to see this expanded with more cards! The combat mechanic is a lot of fun, I especially like the distinction between percent damage and absolute damage. Great art as well
I loved the art and the whole vibe of the game. Sometimes selecting a card was a little bit difficult as they jiggled around. It would definitely be interesting with more card mechanics in there but I think you did a great job with what is already there! Good work!
The aesthetic, the game feel and the sound design are all there, really quality. The art style is cool, and the premise is fun. I think the time constraint in the card design itself is what bottlenecks it unfortunately. I beat all 3 monsters, mostly by just prioritising the 5% damage card. I think it would have been better to cut the useless cards from the deck, and just kept the lovely art for them in a gallery or something. I loooove the card design visually. Perhaps some more player choice would be good? Like we draw 6, discard 1? Or osmething like that? As I said I foudn it quite easy just to deal 5% damage over and over till I won. But solid entry, definitely promising! Well done.
Thank you, everybody. I just posted an updated with bugfixes to address most of the problems that were brought up. I believe I hit them all. I'd love to hear any more that you might have for me.
I dig the vibe, would like some QoL think like quick playing cards with double click or selecting a group of cards and then p[laying them all at once kind of thing. dragging them to the screen space can be a tad cumbersome. great art!
i love card games. I liked the % of damage cards, makes you use them first. Artstyle is consistent, good choice of color pallet.
Woah, the tunes and aesthetic were super vibey. I really like the monster design and all of it pulled together really nicely! I think some added card complexity would really boost this, but otherwise you all nailed it with the tone! (As a programmer to another programmer, I know I just mentioned the art, but you're nailed it with the code too, code is critical in vibe and that your in here making bug fixes is huge too!)
Lots of cool elements, love the vibe and it was fun seeing all the different enemies you could summon. The card selection obviously leaves something to be desired but I know you know that, and I'd rather focus on how everything works perfectly and runs smoothly. You've got a really nice base for a game here and I'm excited to see where you take it moving forward.
Fun game with nice balance, cool enemy designs and great art! A few nitpicks are that the font on the cards is not very legible and that I wish there were number labels on the health and madness bar, so that I could better compare the % versus value effects.