It took us a bit to figure out the mechanics but after that it was fun to play! We did encounter a stalemate situation, and had to end early when our side was completely full with cards that couldn't attack or move.
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Deck Decks's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Use of Theme | #22 | 2.339 | 3.167 |
Overall | #23 | 1.969 | 2.667 |
Design | #24 | 1.477 | 2.000 |
Creativity | #24 | 1.723 | 2.333 |
Use of Modifiers | #24 | 1.108 | 1.500 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Hmm, don't think I was playing it right, many times my cards couldn't attack even when I hadn't done any actions that turn, and I was a little unclear what the numbers meant on the cards.
Impressive that you got the AI working in the short amount of time!
All of the rules etc are on the game's main page, not sure if you didn't see them or if they weren't clear enough. Either way: cards can only attack cards directly opposite them (in the same column), and only if the selected card's attack value (red circle) is greater than the potential target's defence value (blue circle).
If either condition isn't met, your card won't be given the option to attack. The obvious exception is when your opponent has no cards on the board, in which case all of your cards can attack the opponent directly regardless of position.
The yellow circle is the card's value, which determines how much gold you receive on killing an enemy card.
I wanted to get all this written out in a window in the game, but alas, time. :( Thanks for playing!
I like the idea, was a little hard to understand what I was really doing before hand, but I like the way you're using the cards. With a little more polish, it would be good.
I like the idea, was a little hard to understand what I was really doing before hand, but I like the way you're using the cards. With a little more polish, it would be good.
After tweaking around with the path strings i got it to work (replaced "... {var}..." with "..."+var+"..."). Sometimes midgame it gets unresponsive to mouse *clicks* (last time: 27 to 26 gold, ~3/4 of the board filled), no errors logged though. The idea is good, but it feels unbalanced. Maybe I'm just not used to this type of game, but I feel like the CPU always has a canon, ready to wreck my simple pirates
You probably have a slightly older version of Python installed. f-strings (where I use the curly brackets) were added in Python 3.6. I'll add the version requirement to the installation guide.
I've had some issues with the opponent's turn not ending a few times (I think they get stuck in an infinite loop not knowing what to do or something). Not specifically with unresponsiveness - do you mean that the clicks just take a few times to register? I'll look into it if/when I get around to making an updated version.
And yeah, it's a bit unbalanced sadly. I wanted to add spell/action/whatever cards which would help, but didn't have time. So long as the game only has the crewmate cards, one of them will always have more attack than everything else's defence (otherwise there'd be an invincible card, which there was for a little while during testing, lol). Maybe there should have just been less of that card in the deck. Thanks for the feedback!
Your're right about the version number, I'm still on 3.5
It's a pretty strange bug happening "random" when it's my turn. The game still reacts on the mouse position (card preview pops out), but I can't drag the cards, interact with the ones in the field or press End Turn.
Yep, time is a pain in the ***. Keep up coding and improving!
Sounds like the game is stuck on the enemy turn then (that's how the game behaves during that time - you can hover over cards in your hand and nothing else. You should be able to tell by the appearance of the End Turn button/the text in the top-right. How it gets in that situation in the middle of your turn I don't know. I'll have to test sometime.
Hey, I just managed to successfully convert the game into a .exe, if you still want to try it. You should just be able to redownload it now and follow the updated instructions in README.txt (or on the game's main page).
Should be easier to play now without all the requirements you would have needed to get it working before.
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