Play gameGuild Of Zany's itch.io page
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback is anonymous and shown in a random order.
- Guild of Zany is a cross of a card game, like Slay the Spire, with monster combat. It has strong notes of slay the spire, with character classes that play differently, a shop where you can buy relics that have passive abilities, and restarting a run if you die. Gameplay consists of your character moving along a path and auto attacking enemies until it survives at the end or you are defeated. You have a hand of cards, and can place one item on each open square, such as weapons and shields to impact the fights. Gems are a currency within rounds (used for rerolling hands) and between fights to buy relics to improve your character. The aesthetics of this game are really top notch, I have paid for PC and iOS games with significantly worse graphics. The character's animations bounce in a fun way, and the graphic have a children's sticker book feels. Really the art team here did a great job. The interface was spot on, and everything acted just as I expected. The gameplay is complete and polished, though I found it to be rather random and difficult at time. Randomness mitigation techniques such as rerolling hands help, but it sometimes feels you can lose to shear RNG. I was unable to complete the game in my testing, but that could just be player skill. I am only a level 5 ascension player in Slay the Spire. The biggest sticking point is how "roguelite"ish do you consider a card game with auto combat. Apologies to returning to the comparison to slay the spire, but does a card game with random content and permadeath sufficient to be a roguelite? In the end, however, this was a lovingly crafted game with absolutely top notch graphic that I enjoyed my time with. Well done!
- Overview Polished roguelike card battler with a unique twist and some balance problems. Completeness The game has everything that I would expect from the 7DRL, is polished, has a nice and intuitive interface. The only problem is balance – the distribution of cards and obstacles is a bit too random, and sometimes a player just doesn't have the tools for the job. Aesthetics Stylish graphics, nice music, intuitive controls. All elements feel very consistent. That's so good that for some time I was thinking about requesting an exceptional score for Guild Of Zany. Finally decided against it, mostly because some audio felt like highly compressed mp3 file. Fun Despite its balance problems, I had great fun playing this game. The thing is that for Guild Of Zany, the aesthetics affect the fun factor, too. It's a quite simple idea, with an interesting twist, but very well-executed. I think that decision about keeping the levels short was the right one – it makes losses definitely less annoying. And I was losing a lot, the game's hard. Innovation This card battler indeed features an unusual twist: within one screen, player needs to plan all moves in advance, and then can only watch how the plan works in practice. Scope Good graphics, music, 7 levels with different bosses, unlockable characters – more than I expected! Traditional Roguelikeness Permadeath – check! Procgen – check! Being traditional, top down, ASCII roguelike – absent... And you know, that's fine.
- "Guild of Zany" is aesthetically stunning card-based roguelike with enough content to explore for several hours - it took me a while to really understand each ability and mechanic, but the learning process was fun and rewarding. I only got to win all 7 rounds a couple times, but almost no playthrough felt unfairly hopeless - the balance seems to be tuned quite well. The game is also highly replayable, I can see myself coming back to it again and again just for fun.
Successful or Incomplete?
Did development of the game take place during the 7DRL Challenge week. (If not, please don't submit your game)
Do you consciously consider your game a roguelike/roguelite? (If not, please don't submit your game)
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