amazing game, i hope it will be expanded upon for less luck based rounds, the audio and visuals are on point
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Godscrown's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #1 | 4.294 | 4.294 |
| Visuals | #3 | 4.471 | 4.471 |
| Fun Factor | #4 | 3.824 | 3.824 |
| Originality | #10 | 3.882 | 3.882 |
| Audio | #11 | 3.706 | 3.706 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Is your entry a video game or a physical game?
Video Game
Was your game made solo or in a team?
A team of 3: Daniel / Caaz, Jardel Rodrim, and Fred.
Did you use any third party assets?
A few Godot Addons were used, Godot Resource Groups, GUT, and Resource Spreadsheet View
Did you choose from one (or more) of the optional secondary themes?
One could make the argument that pixel art is impressionist, but otherwise no.
Does your game contain any 18+ content?
No
Comments
I was really looking forward to trying this game and it didn't disappoint in any way! The gameplay loop is great, and I'll definitely play again to get all the achievements once I have time. The horror card references are amazing, and I spotted quite a few, but I'd like to know if you have a full list I can take a look at. Really good game!
The Godscrowned achievement is brutal, I did manage to get it during testing but it is so difficult and you get nothing for it except bragging rights lol. Anyway Thanks a lot! and I do! The horror card art, and the descriptions I wrote before drawing them are listed here! I only got to about half the horrors that I intended on drawing -- I realized that doing the other half wouldn't change gameplay at all due to the same exact odds and all. It took a bit of a backseat.
Super cool game system, depth, and possible combos and outcomes. Well done!
Yeah this looks beautiful. Usually card games are not my thing but this one was very fun. SFX and animations very good too.
Honestly this is my favorite so far of all the games i've tested and rated for this jam a solid 5/5
I've been fascinated by this game from all your work in progress updates in the Discord and I have to say I am not at all dissapointed. I usually dread card games but I was fully on board with this. A highlight for me is the visuals, they are wonderful.
Big thank you! I totally get not liking card games too! Especially with Balatro inspiring so many things recently. One of the design goals here was to make sure the player doesn't have to be aware of too many rules and I think being digital and having a lot of the effects be automated really helps that along
This was amazing. The Drawings of each card, the effects, the fonts, the music, each area was amazing. Great job to everyone that worked on this.
Really cool presentation, the music and audio were on point, the UI was great, and the overall feel of the game is so much fun! Love that noir feeling to it,
Overall, I had a blast playing this entry, really creative in it's own merits!
Oh wow, this is really good ! You should definitely expand on this project ! Maybe just a quick thing, when the tutorial box pop out, sometimes it appeared on other elements and/or doesn't contrast enough which the rest, which end up make me skip it unintentionally x)
Thanks! I took a bit of hints from how RimWorld does its tutorial. The game has conditionals checking for specific events and calls the tutorial prompt for it. The same sort of logic is set up for achievements! And if the event was already called, nothing happens.
Thanks to the whole game using coroutines for gameplay, halting the whole game loop to display prompts has been especially easy and that helped me integrate this sort of thing with little effort
Thanks for the info. How do you define your coroutines? Are you storing an array of actions or something, and then if one of those actions triggers a tutorial or achievement event, it pauses to process those before continuing with the rest of the actions in the array? Or is it even simpler than that?
Yeah pretty much! Here's the turn function which is all that stuff that happens between choosing a horror and checking if someone died from it. (there's coroutine stuff there for tutorials and such as well!) So each turn in the main loop is basically just
var loser:Player = await turn(remaining_players)
and then that's
## Returns the player with the lowest score func turn(_selected_players:Array = []) -> Player: set_active_players(_selected_players) var chosen_actions:Dictionary[Player, Action] = await get_chosen_actions(_selected_players) await trigger_actions(chosen_actions.values(), Effect.Trigger.BeforeScoring) var score_buckets:Dictionary[int, Array] = score_actions(chosen_actions) var losers:Array = get_lowest_scoring_players(score_buckets) if losers.size() > 1: await tutorial.trigger(Tutorial.Flag.Ties) await trigger_actions(get_all_actions(), Effect.Trigger.Tied) Game.play_sfx(Game.SFX.Boom) return await turn(losers) return losers[0]
Oh wait! It's doing more than that, it returns all actions in the players hands. This was meant for an action effect that I never actually added. In theory a card could do something extra if a tie triggers while it's in your hand. I do have cards that have a bonus when playing during ties but that's a different mechanism. I think I was planning on the growth ability to be a tie only thing but that made it way too slow, and tbh even per turn felt too slow which is why unlockable characters growth cards grow way faster.
Visuals are great and the game is very polished too, If you expand this I think you should add more action cards because right now the only thing that takes away from the experience is a lot of the time you just pick the highest card available and hope the RNG is on your side. I think more action cards would increase the strategy and make the game more fun
The visuals are magnifique! Really, really good stuff. The overall experience feels incredibly polished.
Not really a criticism so much as a suggestion if you plan to continue development: I like the cards that add more longer term strategy to the gameplay, such as the "analyze the evidence" card. I think adding more cards that would synergize together in various ways and that could create more strategic opportunities would really spice up the gameplay.
Yeah! That stack effect is used a bit more in some of the unlockable characters, but I definitely need to figure out more similar effects that give the player more agency. One failure in my head right now is how the cards that get stronger the longer you hold them don't tend to go well with the cards that discard your whole hand, the anti-synergy felt bad and kind of threw a wrench into things.





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