Great job, the presentation and vibe is excellent. I got a bit confused about the matching rules at first (confusing the information on bonuses for the core rules to cards to match), but that was cleared up relatively quickly after playing for a bit.
I had initially planned to highlight the border of the piece you're holding when it's directly over a match, but this was cut for time, and I'm not sure if it actually solves the problem (players don't know what matches ARE, different from what matches a player Could Make Now)
Amazing looking game! The UI and aesthetics look really polished.
The rules seem simple but I have no idea what the best way is to play. Might need a cheat sheet when playing to remember the bonus combinations. I thought I was happy with my first score until I saw the requirements of the second round.
Regardless of my skill issues, the game is really well made. Fantastic job!
I saw this on BlueSky last week and been excited to finally play it! Even despite my issues with it, it might be my favorite game from this jam so far. The consistency of style across the game is wild. The art, UI design, audio, music…everything perfectly aligned. This honestly just feels like a complete game that you could put on Steam and nobody would’ve guessed it was made in 10 days, or however many it took you.
I’m not familiar with hanafuda, so this was totally new to me. Even after reading the description on the page and tutorial multiple times, I still had trouble figuring out how scoring works. At first, I thought that numbers on cards denoted their score value and so I was trying to leave the cards with higher number on the board. That’s totally just my fault and I did figure it out after a bit.
I think the real issue for me is that the scoring presentation at the end is wayyy too quick, and that I can’t check how stuff is scored while the game is running. I still haven’t internalized how each type is scored or what the special combinations are - I think it would be nice to have that accessible in a pause menu or something like that. Just…having a better sense of how scoring works while actually making decisions.
That seems like a very solveable issue, though. Like I said, one of the most stylish things in the jam. Astounding work.
Absolutely gorgeous game! It took me a little while to get the hang of it and what things matched with others, but The style and design of it are top notch.
The scoring system, where points are tallied based on the tiles left on the board, is unique—just like in the actual Hanahuda game!
I had been thinking about a similar idea for mahjong, but I couldn't figure out how to make the tiles Tetris-shaped or come up with code to check yaku in real time, so I gave up.
But this game not only solved it in a brilliant way, it also introduced the idea of using border colors and numbers to indicate which cards are the same, and matching them to increase the score multiplier. Amazing!
I'm so glad you liked the game!! I wanted a scoring concept for a versus game where the scoring items were continuously visible and interactable, rather than like, scooted off to a ui element or something, and then this game happened haha.
If you want to go over data structures and interfaces in gdscript, i'd be very happy to demonstrate how to achieve keeping track and counting up information like we did here
Oh, I'd be truly grateful if you could do that. Even though my understanding of program development isn't outstanding, I'll try my best to understand it with my friend GPT 😂
Wow this looks and feels really good! Love the main menu, the scoring portion at the end of each round is very good also, with the sounds and all, the tension of hoping you made the score. Although that didn’t really work on me because I spent like 4 games trying to understand the game and making under 500 points 😎
But once I did (after re-reading the tutorial some times and paying a bit more close attention), then
Oh wait actually it seems I didn’t get it, that was 400 odd points, I still scored under 500. Give me a minute.
OK I DID IT I DID MORE THAN 500 POINTS
AAAAA 1 OUT OF 4???
(I did not make the next round)
I feel like I’m missing something though, maybe the game is made for smart people? I just can’t seem to balance increasing the multiplier with keeping the yaku on screen without clearing them accidentally
So a plain match is just worth 0.2 mult on its own. Chaining into another match will double that value. so a 4 long chain is worth 0.2+0.4+0.8+1.6 mult, if you just want to build stairs across the bottom of the screen. The game is structured around making 12 piece bags of 6 card pairs to make achieving chains much more feasible even with so many colors/suits in play.
Combos are worth even more: where every link is multiplied by two, combos are squared by each additional match you make, so a common pattern of play would be to make a chain, and then end that chain in such a way that you clear 4, 6, even 8 cards at once.
Playing like this can yield scores of over 4k in a level, even if your only yaku is 5 brights and the viewings. The game is...not balancedaround you always succeeding at this, and just expects you to get around 1-1.5k per level in Novice.
I'm really glad you enjoyed it, and in the future when I get around to adding some of the other Quality-of-Life features, I'll create a guide to some of the standard patterns of play.
Love the art and music and the fixed deck concept. Scoring based on what's on your board at the end gives it a unique game feel that makes me want to see what high level play is like.
Comments
Great job, the presentation and vibe is excellent. I got a bit confused about the matching rules at first (confusing the information on bonuses for the core rules to cards to match), but that was cleared up relatively quickly after playing for a bit.
i'm glad you enjoyed it!!
I had initially planned to highlight the border of the piece you're holding when it's directly over a match, but this was cut for time, and I'm not sure if it actually solves the problem (players don't know what matches ARE, different from what matches a player Could Make Now)
Amazing looking game! The UI and aesthetics look really polished.
The rules seem simple but I have no idea what the best way is to play. Might need a cheat sheet when playing to remember the bonus combinations.
I thought I was happy with my first score until I saw the requirements of the second round.
Regardless of my skill issues, the game is really well made. Fantastic job!
i'm glad you enjoyed it!! \o/
Really good game. Took a few goes to work out how to play. Good job.
thank you!!
I saw this on BlueSky last week and been excited to finally play it! Even despite my issues with it, it might be my favorite game from this jam so far. The consistency of style across the game is wild. The art, UI design, audio, music…everything perfectly aligned. This honestly just feels like a complete game that you could put on Steam and nobody would’ve guessed it was made in 10 days, or however many it took you.
I’m not familiar with hanafuda, so this was totally new to me. Even after reading the description on the page and tutorial multiple times, I still had trouble figuring out how scoring works. At first, I thought that numbers on cards denoted their score value and so I was trying to leave the cards with higher number on the board. That’s totally just my fault and I did figure it out after a bit. I think the real issue for me is that the scoring presentation at the end is wayyy too quick, and that I can’t check how stuff is scored while the game is running. I still haven’t internalized how each type is scored or what the special combinations are - I think it would be nice to have that accessible in a pause menu or something like that. Just…having a better sense of how scoring works while actually making decisions.
That seems like a very solveable issue, though. Like I said, one of the most stylish things in the jam. Astounding work.
i'm so glad you like it and have such a positive impression!
we were initially going to have a screen illustrating the yaku but it was cut for time
i should be rolling out some post-jam QoL features as i get to them like that among others
Absolutely gorgeous game! It took me a little while to get the hang of it and what things matched with others, but The style and design of it are top notch.
I'm so glad you enjoyed it!!!
The scoring system, where points are tallied based on the tiles left on the board, is unique—just like in the actual Hanahuda game!
I had been thinking about a similar idea for mahjong, but I couldn't figure out how to make the tiles Tetris-shaped or come up with code to check yaku in real time, so I gave up.
But this game not only solved it in a brilliant way, it also introduced the idea of using border colors and numbers to indicate which cards are the same, and matching them to increase the score multiplier. Amazing!
I'm so glad you liked the game!! I wanted a scoring concept for a versus game where the scoring items were continuously visible and interactable, rather than like, scooted off to a ui element or something, and then this game happened haha.
If you want to go over data structures and interfaces in gdscript, i'd be very happy to demonstrate how to achieve keeping track and counting up information like we did here
Oh, I'd be truly grateful if you could do that. Even though my understanding of program development isn't outstanding, I'll try my best to understand it with my friend GPT 😂
Wow this looks and feels really good! Love the main menu, the scoring portion at the end of each round is very good also, with the sounds and all, the tension of hoping you made the score. Although that didn’t really work on me because I spent like 4 games trying to understand the game and making under 500 points 😎
But once I did (after re-reading the tutorial some times and paying a bit more close attention), then
Oh wait actually it seems I didn’t get it, that was 400 odd points, I still scored under 500. Give me a minute.
OK I DID IT I DID MORE THAN 500 POINTS
AAAAA 1 OUT OF 4???
(I did not make the next round)
I feel like I’m missing something though, maybe the game is made for smart people? I just can’t seem to balance increasing the multiplier with keeping the yaku on screen without clearing them accidentally
Your logo is awesome btw!
reading this made me smile ear to ear hahaha!!!
So a plain match is just worth 0.2 mult on its own. Chaining into another match will double that value. so a 4 long chain is worth 0.2+0.4+0.8+1.6 mult, if you just want to build stairs across the bottom of the screen. The game is structured around making 12 piece bags of 6 card pairs to make achieving chains much more feasible even with so many colors/suits in play.
Combos are worth even more: where every link is multiplied by two, combos are squared by each additional match you make, so a common pattern of play would be to make a chain, and then end that chain in such a way that you clear 4, 6, even 8 cards at once.
Playing like this can yield scores of over 4k in a level, even if your only yaku is 5 brights and the viewings. The game is...not balanced around you always succeeding at this, and just expects you to get around 1-1.5k per level in Novice.
I'm really glad you enjoyed it, and in the future when I get around to adding some of the other Quality-of-Life features, I'll create a guide to some of the standard patterns of play.
Love the art and music and the fixed deck concept. Scoring based on what's on your board at the end gives it a unique game feel that makes me want to see what high level play is like.
lovely presentation and music