maxxxmax 2026-10-19 22:35 ♥ 2
I really liked it—the music, graphics, and gameplay are all very pleasing, and everything complements each other.
Foon → Ludum Dare Explorer → LD60 → GOT IT
By richard8, adrian8, woowkki and pinzari-dragos
🤖 AI-Assisted
| Percentile | ||||||
|---|---|---|---|---|---|---|
| Category | Rank | Score | Count | LD60 | Ever | |
| Overall | 31 | |||||
| Fun | 31 | |||||
| Innovation | 31 | |||||
| Theme | 31 | |||||
| Graphics | 32 | |||||
| Audio | 30 | |||||
| Humor | 25 | |||||
| Mood | 28 | |||||
I really liked it—the music, graphics, and gameplay are all very pleasing, and everything complements each other.
Fun game! I love the pixel art and the music. The shader applied to the card is very cool! The mechanics is very innovative and interesting.
That's amazing! I really like this pixel art and sound. I catching vibes of an ancient civilization
Idea is fun, but the execution is a little repetative. I imagine it can be an interesting time traveling deck builder but no its just "pick up good cards mostly - you will be ok". Art is nice and the music is pretty and chill. Overall - nice work guys!
Nice idea! I love how the cards look
It would be nice if the pixels in the game were all the same size, but the concept is interesting as it is.
The premise of using advanced knowledge to fix a broken future is a really compelling concept. I like the inherent tension of knowing that the powerful inventions you smuggle forward into the past come with the risk of causing paradoxes.
Fun game! Feels a bit like Balatro but with a time mechanic and civilization, which is a pretty interesting twist. Really liked the chill vibe and enjoyed playing it. Nice work!
I really didn't like the combination of there being so many different stats and interactions to take in with such short timers to do everything.
Very interesting concept, but throwing all the different metrics at the player at once gives the game a very step (vertical?) learning curve. Would've been better if there were only one new metric that the player could affect in the first few turns, slowly introducing each new one and how they interacted. Also found that the timers went by too fast, and I didn't have time to read the cards or understand their effects.
Very good looking game, though the introductory comic seems it had its panels in the wrong order...? Good sound, and I liked the transition effect between different ages.
There's potential here for a really solid game -- hope you continue on with it and do a post-jam version.
Good work -- well done!
It's kinda hard to understand what's going on as the timer is pretty short from the start, so reading the card is not really an option. I did kind of get some of the mechanics over time, so I mostly panic drag and dropped things around. Graphics are looking fine overall, the font and color makes it a bit hard to read most of the time, watch out for that. Good work!
About audio tho, to me one of the music (at least) is exactly this no ? https://www.youtube.com/watch?v=0egYquy0wBU If it's indeed the case, I don't think it makes sense to rate the music. Also we shouldn't use copyrighted material anyway.
The environment is really hard to get up, but, great game! -J
The game looks really lovely! The distortion effects and the cards feel very polished, and everything comes together really nicely. It was fun to give it a try! Great work!
Interesting, but very difficult to grasp. There is too much text, and the interface is cluttered. Visually, it’s quite pleasing. The game has good potential.
Love the idea of traveling to the past and sharing knowledge (teaching stone age civilizations about lasic eye surgery is kinda funny to me). It was a lot of information to absorb all at once however. I wish there was more time to read the cards and strategize. Very neat shaders and visual effects. Well done!
I don't time machine is a old tech haha. Good concept!
@maxxxmax @segtree @dimanuello @teaminister @eugenik @ethernal-tech Thanks to everybody for the feedback!
@nathmate @djtequila Yes, indeed, I made the timers quite fast while testing the game, and they stayed that way in the final build.
@runningopenloop You’re kinda right. It depends on the cards, but I’ll take that into consideration next time when balancing the mechanics.
@arfenalis @z1biks @denissobolev About the fonts and sprites, I know they look a bit weird. We couldn’t agree on font sizes and screen resolution, and once we settled on something, we didn’t have time to go back and fix everything.
@yorsh About the music, I didn’t even realise that! You’re right, that track was placed as a placeholder because Dragos, our musician, needed more time to compose the songs for the game. However, the music is still made by us, specifically Dragos, so no worries, it still makes sense to rate the music! And don’t forget the sound effects and other levels too! I’m not sure if I’m still allowed to update the build to fix this though, but thanks anyway. I’ll keep in mind to use separate folders for placeholders and actual content next time. A clean workspace in general is something I need to work on.
@alexandru-barbanoua Yes, you’re right! I’ll spill the beans: the ideas came from Balatro (our uni teacher had us play it recently, and I HAD to implement cards), Microcivilization, and movies. After the hackathon, one of our teachers told me our game was kinda similar to Decade. I’d never heard of it before, but we should definitely check it out!
@digital-bacon Yeah, I had the same idea, but there was no time. At first, the cards only had names and no visible effects, so you had to kinda guess what they did based on historical events and logic. As for the intro comic, that was made at the last minute since I thought we needed some kind of lore.
@daniel123 Yeah, the idea was that new technology eventually becomes old, and I had to find a way to implement that. The time machine was the easiest solution.
Cheers, fellas, and thanks once again for taking the time to play my game! 🤗
Smuggling inventions into the past to fix the future is a great hook, and the paradox risk on later cards adds real tension. Card art and shaders look gorgeous, and the Ripple Report after each trip is a nice payoff. But the timers are way too short, I barely got to read a card before it was gone and ended up panic-dragging stuff instead of actually planning. Slow down the first few turns and there's a really solid game here. Good job!))
@richard8 Oh yeah you can totally push an update for this. The rules for updating games is that you are allowed to fix bugs (and other dumb misstakes) but you shouldn't add new features. It's pretty vague tho, so it's up to each dev to figure out what is fair or not.
I'll be rating the rest of the music and sfx then.
This is the first card game I've played in this Ludum Dare. I'm not a big fan of the genre, but it seems well-made to me. 👍
I'd be interested in knowing how much of the game was made with AI. It seems like a lot, but correct me if I'm wrong.
@cahard Thank you for playing and for the feedback! I'll take it into consideration and might even push a bug fix. That was actually the original idea, but it seems I made the game a bit too fast. There's no real win condition, only a lose condition, so you just try to get the highest scorre possible.
@yorsh Thanks for the help! I thought that updating anything, even just fixing a bug or removing something, might get me disqualified because the rules are a bit vague. I'd rather get a shitty grade/ranking than risk getting disqualified and receiving no grade at all, especially since this affects not only me but also the grades of my three teammates. 😅
@fifut Thank you! Yeah, I'm not a big fan of card games either, but I made this game to challenge myself and prove that I can make something like this.
@reaktori Sure! I'l make a list for you.
Graphics:
The lore screen/image that appears after you press Play, The thumbnail for the game's page. Made by ai.
Everything else consists of either real images of buildings that were drawn over and pixelated, or assets created from scratch using Aseprite and Resprite.
Aseprite: Me (the cards and a few other minor changes for the assets) and Cristi (the UI). Resprite: Adrian (the buildings and animations).
Code:
The score-saving system and tutorial. These were the last things I worked on, so I decided to try my luck and let Claude handle them. Parts of the card shaders, since they're neither easy nor quick to make. The text UI elements in the bottom-left and at the top of the screen. I already had the code, but I didn't have time to draw or create the visuals, so I let AI generate the interface directly through code. It's a simple task, but a time-consuming one. Some of the card names in the dictionary, because I ran out of ideas.
Music/SFX:
Made by Dragos in FL Studio.
Not that much but there is some AI use
An interesting strategy! Nice work!)
Nice concept! A cleaner, more readable font would make the text feel less dense and easier to follow. With a few tweaks, this could be a really promising game for fans of city builders or Plague Inc., especially with its card-based mechanics and roguelike feel. Keep it up!