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A jam submission

Solitaire BattleView game page

A solitaire Balatro-like autobattler
Submitted by diabolodev (@diabolodev) — 2 days, 23 hours before the deadline
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Solitaire Battle's itch.io page

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Comments

Submitted(+1)

technically and artistically, it's impeccable

sadly i'm not a big fan of the genre

(+1)

Fun little game.

This had a lot more frontloaded complexity than I was expecting for a game called "Solitaire Battle".  I don't know if that's necessarily bad, but it did stand out to me. Even with it it's a bit visually busy and the animations don't show what's happening as well as they could. For instance, damage indicator text on damage would be nice, or free turns not looking completely indistinct. Passive, active, turn end, etc. skills could have different borders or something.

The shop should unlock automatically when it's empty

I beat the lich with the samurai. Hopefully there's content planned beyond that because otherwise the requirements to unlock the other characters are excessive.

(+1)

Got past the knight. Solid game overall but the audio is extremely loud even at 1 volume.

Developer

thanks for playing. just to be clear, is it the music that's too loud even when you turn down the ♪ symbol?

(+1)

Yes I turned it down to its lowest setting and it was still very loud

Developer(+1)

thanks for letting me know. i'll make a note to eventually get around to using a slider or something so there's more modularity when changing the volumes

Submitted(+1)

made it all the way to zone 3-2

the gameplay is smooth, the UI is intuitive, and the mechanics are easy to pick up. the pace of the game flows well, and things overall make sense. 

i experienced some bugs ( i think?). mousing-over certain things sometimes stalls and almost crashes the game. the cursor would freeze (but my PC was responsive otherwise), the musing keeps playing, and after a few second control is resumed. the window greys out to indicate it's no longer responsive. happened twice in the buy menu when hovering over the chest, and once ingame when hovering over an ability.

some feedback to gameplay:

the game overall feels very easy. i was never really threatened by enemies.

enemy abilities aren't too distinct. the only one i really noticed was the bleed effect from the dog's bite, otherwise i didn't really feel the enemies had distinct mechanics, which is a shame since i like their visual designs.

the game could use more interesting skills to spend my money on. i wasn't really interested in purchasing anything i saw, and ended up collecting $35 and just rerolling a lot. 

otherwise, good stuff. the game evolved greatly since i last saw it, and it's fun to play. i'm not really big on autobattlers nor card games, so take this feedback with a large serving of salt.

Developer(+1)

thanks for playing

mousing-over certain things sometimes stalls and almost crashes the game

quite a few things create tool-tips on hovering. have you been able to see some tool-tips normally? it sounds like just creating them makes you stall

thanks for the gameplay feedback, i pretty much agree with everything you said

Submitted(+1)

>have you been able to see some tool-tips normally?

yes, i think i basically hovered over everything i thought would allow it. most effects, statuses, icon and so on were hovered and their tooltips displayed without any issues. i'd say it has a low (under 5%) failure rate, i tried to reliably reproduce it, but no dice.

(+1)

This is fantastic dude, nice work. The level of polish is so high, and the core premise and execution is great. I went through 5 or so battles and had fun. 

My feedback is that parts of it feel a little over-designed. The premise of solitaire is that it's simple, fun, satisfying, an easy way to spend some time. So tapping into that with an auto-battler is really smart. But a lot of the skills, effects, extra mechanics, are working against that. If I'm being honest about my experience, I really loved clicking cards and finding "paths" to maximize how many I could click. But when I get to the skills, and statuses, and other mechanical bric-a-brac, I felt like I just wanted to skip past it and ignore it. I wanted to get back to clicking cards, not read some really dense and complicated rules situation in these skills I was getting.

There is an impulse when designing, to feel like it's not enough, and I need to add X Y and Z feature. But the core here is strong enough to stand on it's own. It's worth protecting. 

Developer

since last demo day:

  • it’s an autobattler now, but the gameplay is still very similar to last time. it’ll be updated eventually
  • mostly UI/UX polishing
  • i added a button to the title screen that opens a web browser using a method that i’m not sure will work for everyone. i’d appreciate a few people testing it