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The Chaos Deck's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #181 | 3.815 | 3.815 |
Gameplay | #291 | 3.111 | 3.111 |
Overall | #311 | 3.321 | 3.321 |
Presentation | #485 | 3.037 | 3.037 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What do you like about your game?
Probably the most finished complete product I've made! Very happy with the result, wish I had had time for more content and a little more balance though.
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Comments
Nice and original idea, I like how you blended the deck building mechanic with the combat, well done. The only problem the game are the controls since they change based on the cards and the current world, sometimes is really unintuitive and had me spam in the keyboard in the hope I pressed the right button.
I like how the card flips every round, making it so that you basically need to build two decks at once and balance out the enemies with the buffs and attacks. The spike attack animation is definitely my favorite of the bunch but overall the aesthetic is all very nice already.
If you are looking for ideas on how to expand the game after the jam, might I suggest more negative cards other than enemies, like debuffs or something that alters the level with more hazards for example. Something like that could help increase the difficulty a bit.
Also a brief description of how an attack/enemy works when looking at the card could be nice to help new players, and eventually sfx and music would really bring the game to a whole new level.
Also, my cards started going offscreen as I progressed, but that's only because I was playing for so long that they literally couldn't fit anymore lol.
Anyways, this was a great entry for the jam and I see a lot of potential with further updates. I'm excited to see what you do next!
That felt very smooth and comfortable to play. One thing i think could've been a little better was the key bindings, they made me look down at my keyboard, which wasn't very immersive.
The idea of combining dynamic perks as cards seems promising, I like it, although I had some trouble regarding to the interface. Why not to use a few keys in a row (for example: 1, 2, 3, 4)? League of Legends style. I think this game would work best if something like that, combined with the arrow keys, was implemented. I just found myself a bit lost in between E, Z and K.
The aesthetic is good, so I think it is more about polishing the way you input commands than the gameplay on itself, which is simple and concise (dodge and hit when you can).
I would also add a bit more feedback to the interface, as it took me a while to learn that by pressing space I was going back to fight. It would be a great idea to add some kind of counter to the coldown cards, instead of waiting them to shine, so the player can use such information to anticipate his moves. Same with choosing cards; was I meant to chose them, or they were just displayed before the match? I think this idea has potential, it just needs a bit more polishing. But great work! It's eye candy.
So your game is cool. My best score was around 200. I like thatpower of one battle wil be weaknes fo the next. Only few problems whitch i have during playng was controls, i canot walk using wsad and atack using exlh, and i missed some way to pause the game.
Nice presentation and card mechanics
Went in knowing that people found it unintuitive, but turned out to be a very simple and elegant system. I really like it when deckbuilders use the fact that cards have two sides, so was happy to see it. Did take me a couple minutes to understand what's going on, but it's nothing an itch page description can't easily fix.
Multiple-weapon system is fun, but I don't think it's realistic to thoughtfully use multiple weapons in combat; after a few rounds the most effective strategy becomes just mashing them all as fast as possible. Makes me think it would be nicer to have the weapons just fire automatically; or maybe have a pin that applies to a weapon and fires it on a cooldown. I like that you can change weapon keys, that's nice quality of life.
Still don't know what the arrow pin means. The reverse pin is cool since it allows some damage control after you underpowered one of the sides, but it's hard to apply to the second round, since I don't know which enemy (whom I want to put into the first round) is under which card. Also could have been more pins dropping since they are very enjoyable to apply.
Aerial enemies can be hard to reach for all three weapons, would be nice to have an aerial-effective weapon (and then more of those enemies).
I got my HP boosts in percentages while enemies were just added one at a time without scaling their damage (at least it felt like it) so after a challenging start it eventually becomes hard to lose. Stopped my Burst god run at 927.
Enjoyed this one a lot despite the criticisms. I've played a bunch of power fantasy roguelike-ish games in jams and this was probably my favorite, had a blast. Great job!
You saw my complaining on Discord and went straight to disproving me. Thank you very much for the praise and feedback!
Arrow is "upgrading a different card" but I never implemented the feature and it became sort of redundant.
That bug report is one I hadn't gotten before but yeah, just identified the issue.
This game... was great. Simple? yes. Enjoyable? Yes. This game is great, because it gives you many choices on how to play the game. my best score was killing 146 aberrations, too. At first I didn't understand what the heck I was doing, but then I played a little more. This game is actually decently intuitive, which is nice! This game also makes you feel powerful, which is always fun! A couple things that confused me is that there isn't really a way to defend in the beginning, making it a bit hard to start, but then also gets a bit too easy in the middle. Another thing is that with the amount of weapons, the hotkeys get... weird, when you are using WASD and then you have to hit E, X, and L. Maybe a cluster of E, R, F, Q, T, and G could have worked a bit better. Overall, this game is an enjoyable experience, especially coming from that deck-building element. Nice Work!
very interesting concept, I'd love to see more combat deck builders
The art is cool! It's a bit hard to figure out the gameplay. I couldn't figure out how to switch cards. For firing , perhaps allowing holding the fire button could be good as it hurts to keep pressing the same key over and over
The concept is really cool, but it was confusing to figure out. Just needs some more explanations attached to the cards and their effects. If that was added, I would definitely play again.
Fun game.
Became broken after i got more than 10 cards, and there's no real tutorializing so it took a bit to figure out.
Great idea, never seen the deckbuilder genre mixed with more live action gameplay in this way. Neat.
There is no sound or a res for me but i like the gameplay and art!
Fun game! I found it a bit unintuitive at first but there's definitely a great time to be had in here. I like the pixel art too!
What a great combo of all the elements I enjoy the most! Deck system mixed with combat, This is such a creative and fun little combo, would love to see more any day!
Nice work, loved the art! I couldn't really tell what I was supposed to be doing, or how some of the mechanics worked, maybe I am stupid though :( Great amount of content it seems though, especially considering the timeframe.