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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 (2 edits) (+1)

Fun game. 

It's easily understandable with good amount of possible dept given by your class. 

Random stuff I noted:

- make the skill/atk card border change when you can atk

- at least make me flip a coin for the first turn (add an easy more where you always start first?)

- best suited for mobile


As it stands, I like it  (maybe because I'm an old guy that still loves nes and classic mine sweeper) but to put in 2 words: great concept, poor execution.

What I mean with poor execution: if this is a project "just to see if it can work" it's more than fine; but if you wanna try to sell this, ihmo you need to restructure everything. 

In a world where vampire survivor exist this game has no chance to live/sell. 

There are many ways to make this game appealing: personally I dislike bejeweled, but I love puzzle quest; shattered pixel dungeon is a way, and even the infamous survivor route is an option. With this I don't mean 'make it addictive like cocaine', but when you play your heartbeat should change. If you have a game to relax yourself ala animal crossing , you should chill when you play it; viceversa if you are in "battle" your h.beat should amp up. The greatest problem of your game is this, your heart doesn't change when you play. Make me notice I did a combo; make it bigger for doing a big combo or a color combo. Sounds, explosions (I'm templardev after all), make my adversary flip me off when I do a 3 combo and I atk him. Jangle them fukkin keys! make them shine!


GL.

Developer(+1)

thanks for playing

make the skill/atk card border change when you can atk

this is a really good suggestion that for some reason didn't cross my mind. i've added something similar for the next version

at least make me flip a coin for the first turn

it actually does randomize the first turn and any board reset where a player doesn't pick the last card off of the board. it's unclear that it does this and i want to clear it up in an update soon

add an easy more where you always start first?

i'm unsure if i'll even put an easy mode at all, but my designs aren't finalized so who knows

best suited for mobile

it's unlikely since i know nothing about developing for mobile

if you wanna try to sell this, ihmo you need to restructure everything
In a world where vampire survivor exist this game has no chance to live/sell

this probably relates to your advice about making a game that makes you feel something (chilling out/heart pumping) that follows these statements, but if not i'd love to hear more about what you mean

either way, if it becomes clear that the game has no appeal to anyone i'll polish it up, release whatever i've made for free, and move on

The greatest problem of your game is this, your heart doesn't change when you play

one of the biggest issues everyone has with the game is that it isn't aesthetically polished. i think the game needs to be deeper and fun before i focus on that kind of stuff.

your suggestions are appreciated though, i'm looking for UI inspiration right now and i had forgotten about puzzle quest, and there is a lot i want to improve with combos, etc., to make the basic gameplay feel juicy

Submitted(+1)

Nice spin on a card game.  No web build? Sometimes clicking doesn't do anything, if I just keep clicking it eventually works. I wish there was a bit more clear how's turn it is. After using up all your SP with an ability it still says "Draw 1 SP" on the card, clicking it does nothing. Starting first seems like a giant advantage, does it alternate who starts on the next rounds? Maybe it evens out then. I feel like its a bit too luck based and not enough strategy, like there's missing something more to do but I don't even have a suggestion for what so...

Developer

thanks for playing

No web build?

no web build is planned

Sometimes clicking doesn't do anything

thanks for letting me know. i haven't experienced this but i have some theories about what could cause this that i'll be testing

I wish there was a bit more clear how's turn it is

the presentation is lacking for sure. i think sound effects and animations i plan to add would help clarify this

After using up all your SP with an ability it still says "Draw 1 SP" on the card

thanks for catching this. i've fixed it for the next version

does it alternate who starts on the next rounds?

it's determined randomly unless a player picks the last card off of the board, then they go first on the new board. lack of animations makes this unclear to players

not enough strategy, like there's missing something more to do

i'm hoping i'll have something with deeper gameplay by next demo day

Submitted (1 edit) (+1)

I've been somewhat intrigued by the "traditional game with a twist" genre ever since I heard the "Sudoku... with a gun" joke in a Mechagamezilla video. I don't like solitaire all that much, but if you can also beat up a dwarf at the same time that seems like a worthwhile experience to me. Besides that, the game is highly accessible because everyone has played some variant of solitaire at some point. 

I think the core gameplay is solid as it is. I'm fine with RNG because it's a card game and that's unavoidable, although some classes are definitely more powerful than others. Particularly, the Samurai gets a free draw which essentially makes its skill worth 3-4 MP as opposed to the regular 5 and possibly enables further plays. 

Any skill that mitigates the effects of luck is going to be really powerful. Also, playing luck based games with other people is always more entertaining than playing them alone because half of the fun is watching the other player react to their misfortune, something which a bot can't easily replicate.  

Developer(+1)

thanks for playing

samurai and rogue are definitely the best playable classes and are probably the closest to the amount of control i want the player to have over a game

i always intended this to be a vs CPU game, it's just that anything i add works with a local versus mode so i included it also

Submitted(+1)

Can't really say anything bad about the game itself. I looks nice, sounds nice, everything works as it should. I have some suggestions though.

  • Card animations would be nice. Them dissapearing when used by the player or the enemy is not confusing or anything since there is long enough pause, but seeing them fly towards the stack at the bottom would make the game look more interesting.
  • This ties to the first suggestion. I would like to be able to drag the cards instead of just clicking them. Just as an option since I always dragged the cards when I was playing solitaire on window 98 / xp years ago. 
  • I woul like to see more "active" abilities. I played about ten games and I must say, in about six of them the enemy simply cleared half the board, I got a bad card, twice, and then the enemy cleared the rest and attacked me multiple times in a row. Quite infuriating to be honest. I know heavy rng is part of card games but I would still like there to be something to give you a little more control.
Developer(+1)

thanks for playing

>animations
i wanted to do this but put it off for later. i hope to add this sort of polish before i'm done with the game, regardless of if i expand on the game from this prototype or not

>card dragging
for some reason this wasn't something i thought about at all. i don't see any reason why i wouldn't add this at some point

>more abilities
yep, the plan is to expand on the actions you can take so that the game feels more like an RPG or a deckbuilder with solitaire at its base than an expansion pack for solitaire

>infuriating
the game itself really isn't as balanced as it should be so RNG and the AI difficulty can make for some unfun losses. it's something i'll work on if i expand on the prototype

Developer

updated to v0.1 - you can now resize and full screen the window

Submitted(+1)

Fun little game, played two rounds, one as Samurai, one as Dwarf, against the CPU (Rogue, Dwarf). There seems to be a big first player advantage, since getting a combo going is easier in the beginning, and keeping it going is easier once you get some SP.
I didn't run into any issues, bugs, or anything like that.
The dwarf does seems underpowered since you can't pick which cards get removed, while Samurai seems the most powerful since you can time your strikes to occur when you have no more options.

Anyway, it's a fun concept, and better than ordinary solitaire.

Developer (1 edit)

thanks for playing.

there's definitely a first turn advantage that i'm trying to equalize with randomizing on the first turn and when the board is reset. i had some ideas of letting 0 SP players draw cards for free or the like so they have a comeback against opponents who get early SP and then get ahead with that momentum, but never fully fleshed it out.

>dwarf does seems underpowered
yeah, dwarf and ent were me playing with the idea of changing the board and i made them playable just because I could. dwarf does beat me consistently in arcade mode, though.

>Samurai seems the most powerful
i'm glad you think so since i thought rogue was OP