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A jam submission

Card Chronicles: Devious DeckView game page

A roguelike deckbuilder, where each card costs HP to play.
Submitted by JanJMueller (@JanJMueller) — 3 hours, 13 minutes before the deadline
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Card Chronicles: Devious Deck's itch.io page

Results

CriteriaRankScore*Raw Score
Art / Graphics#254.2504.250
Controls / UI#353.7503.750
Overall Fun#423.7503.750
Sound/Music#443.5003.500

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Genre #1

RPG

JRPG | CRPG | MMO| RPG

Strategy

Turn-based | Card Games | RTS | 4X

Rating #2

Family Friendly

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Comments

(+1)

Hello! ヾ(•ω•`)o I'm a huge fan of card based rogue-like games so I was super excited to see your game as apart of the jam! I really enjoy the set up for the game, as well as the art design with the pixel art in a 3D space.

When it comes to the gameplay loop itself, I find some of the gameplay lacks depth or the proper reinforcement of mechanics. To give a quick run down of some of my ideas/feedback:

  • The starting character's "class ability" of getting 1 defence for 10 damage needs to reexamined as at the moment it seems insanely difficult to get the damage output to have any use of this ability. Due to how little it goes off, the 1 defence you get feels pretty useless.
  • I talk about it a bit while playing the game in my VOD, but when you break down the games main loop of not only losing HP to play cards, but also losing HP to enemies, your runs may only last 2-4 fights on average due to no consistent healing. Enemies can take 50% of your health in single fight due to being so tanky, and playing more cards in a round than you can. Reducing enemy HP, and reducing them to 3 cards instead of 4 in a turn may help things feel more even.
  • With the mechanic of losing HP to playing cards, due to enemies always hitting you you have no incentive to not play your cards. With the way enemies perform their actions, the same 4 every turn, there's no reason for you not to just play everything you have in your hand.
  • Speaking of enemy patterns, I think to help with the repetitiveness of gameplay each enemy should have a varied move pool. I found myself thinking of Slay the Spire alot, and how each enemy in that game is based around a certain type of gimmick or behaviour. Perhaps it alternates between attacking and stacking its own defence, or once its health gets so low the behaviour changes to something more intense and damaging. Giving distinct enemies distinct behaviours helps make your gameplay more engaging, while letting the player learn and feel more confident the more they die and play the game.

Off the top of my head that's everything that comes to mind! I also have my stream below with time stamps in the description, so please feel free to check that out for more explanation and what I was thinking while playing.

My VOD:

Jam Host(+1)

Hello! Welcome to Feedback Quest 7! My name's Hythrain and I'm one of the hosts and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!

So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.

So I'm normally into pixelated deckbuilders but the difficulty of this one, combined with a variety of bugs, made this a... well, a not fun experience that I made even less fun by subjecting myself to Flatline hot sauce.

Before I get into what I feel makes this hard mechanically, let's cover the bugs.

First, if the player spends all of their cards but doesn't "end" their turn, the computer will just go automatically and things will reset. If there's going to be a function for the computer to get their turn once the player spends all of their cards, that UI should be pulled down.

Speaking of, several times I started fights where the enemy not only got to go first but it'd do TWO attacks, all while YOUR UI is up for your time. This particular bug made things incredibly difficult because you couldn't, say, speed through your actions to prevent its second turn. No, it still got these two free turns. I suspect this is connected to the previous bug.

Thirdly, if you die with a debuff on you and restart your game (such as the fire damage debuff from the ghosts), it'll still be on you.

Ok, now for the mechanics.

So the game's design is that you spend HP to play your cards, giving everything a risk vs. reward basis. However, it THEN combines this with enemies have a ton of health and taking several turns to beat. Enemies, by the way, that don't have costs to their cards like the player does. A single fight can see you lose half of your HP. You usually level up twice after your first fight, but then you won't level up again and recover your HP for at least 4 more fights. However, by the fourth fight you're so beaten down that you likely won't survive it. Also, due to things like how armor stays throughout the battle and enemies are constantly doing damage to you, there's never incentive to NOT play your armor cards nor most of your attacks.

Therefore I'd like to make the following suggestions:

1. Reduce the health of enemies. Instead of the starting enemies being 50-60, make them around 10-20. This makes each individual fight far less draining but will still whittle you away. If you don't want to do this, then make enemies have health costs to their cards.

2. Make armor not last more than a turn. That way, if a monster builds up a lot of defenses in one turn, it can be a player's choice to NOT attack to preserve their health.

3. Subject enemies to their own decks and hands which the player can see. That way, you can create situations where a monster may have little or a lot of attack cards, making the use of armor more strategic when also including the last idea.

4. Have some cards NOT have HP costs. Rage giving cards that do no damage are perfect for this. You may have some further into the game like this, but get some in that starting deck.

Jam Host(+1)

Sen's VOD on your game: 

2:58:46 Card Chronicles: Devious Deck

(+1)

Was a fun one -- recorded this review a bit before, but figured I'd share:

Developer(+1)

Still grateful to you for being the first person to test my game and provide valuable feedback when I started. That was a milestone for me and helped fix the most important issues early on.

TLDR: Great review! I've made many changes based on your feedback.

  • UI Adjustments: The UI has been refined several times, and further tweaks are planned.
  • Bug Fixes: Many bugs have been fixed, though I seem to have a knack for creating new ones—might be my special skill!
  • Tutorial Improvements: A better tutorial is in development, using progressive disclosure to introduce complex systems over time, but the current version is already an improvement over the one in the video.
  • Intro Text: I've implemented your ideas and trimmed/adjusted the text where necessary. Now it's mostly about fine-tuning the timing of each display.
  • VFX and SFX: All cards now have basic visual and sound effects, though they are more like placeholders at this stage.
  • Enemy Behavior: Enemy behavior has been revamped, with each enemy now having 2-3 different turn behaviors based on specific battle conditions. This was necessary to reduce the game's reliance on RNG and add predictability to battles.
  • Battle Formulas: Damage formulas have been adjusted to minimize variance in final damage dealt.
  • New World Cards: There are now more interesting world cards. There’s even a event before the boss that can net a cool world card, but I won't spoil it!
  • Forge in the Hub: You can now adjust your cards' COST, LUCK, and DAMAGE at the forge in exchange for HP.
  • Fullscreen Mode: The itch.io build finally has fullscreen mode as of yesterday.
  • Card Synergies: The most critical change was addressing the lack of card synergies. I've worked and still am working on making sure there are meaningful decisions to make during battles, rather than just playing every card in your hand until something dies. 

One last note concerning synergies: This week, I'm planning to add new resources for the BRUTE, called RESOLVE and BLOODLUST as well as new cards to implement fresh synergies.

Submitted(+1)

This is a nice looking, complex and polished game, great work. I agree with some of the comments below that it could benefit from a system that would allow to skip the text at the player’s leisure, maybe adding a little bit more instructions/glossary on what things are with an option for the player to recall or review the instructions later. And a fine-tuned difficulty curve ;)

Developer

Thanks for your feedback! :) I'm currently working hard to implement a better tutorial, but it takes time to come up with an idea that fits my overall vision. I also plan to include these tutorials in the menu, where players can review everything.

As for the difficulty curve, it’s probably the biggest challenge I’ll need to overcome. I’m still figuring out the best approach, but I’m confident I’ll get it right in the future. :)

Submitted(+1)

And I see a major difference in our philosophies (which is fine, of course): here I am, trying to skip the prologue as much as possible, clicking everywhere...oh, now I found the "Continue" button (as I typed this).

Nice graphics! I really enjoyed the out-of-focus effect in the distance!
One minor nitpick: Q and E feel swapped IMHO.

I was never too much into card games, but I can totally see myself playing this for hours! Congrats!

Developer(+1)

Thanks for your feedback! I really had a hard time figuring out what everyone's issue was with that button. Then I realized it’s the only one in the whole game that requires the player to hover over it. I'll fix it soon! 

I’m also thinking of adding an 'Invert QE' setting, as I personally don’t feel it’s swapped. Anyways, thanks again for your input!

Submitted (1 edit) (+1)

Nice game.

The intro story and background music was good, and sets the right mood. However some of the text scrolled through very quickly without enough time to read.
An option to skip the intro would be good (especially for second time onwards).
A fullscreen option would be useful for the HTML demo. The embedded window size is very small.
Q rotates the camera to the right, and E to the left. I was expecting the reverse.
The minimap doesn’t rotate when the camera does. Maybe it should, or else have a pointer on the minimap to indicate the camera direction?
The first enemy I encountered (and the rest!) was pretty difficult, and I fled after it looked like I was going to lose.
I didn’t understand what some of the stats on the cards meant, like the clover leaf and “1d2” attack.
Flee doesn’t seem to work all the time.

Overall this looks like a good start, and could benefit from some balancing and UI changes. Wish you the best for the game!

Developer(+1)

Hey thanks for the input :) Really appreciate it. What you mentioned is  on my list, though I am currently working on the UI and a proper/better tutorial, as that is what most feedback suggest. 

Will have a look at your game once I have enough time! Looks really interesting.