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Magijack (Prototype)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Mechanics | #18 | 4.222 | 4.222 |
Fun | #43 | 4.037 | 4.037 |
Aesthetics | #144 | 3.889 | 3.889 |
Story | #432 | 2.185 | 2.185 |
Music | #644 | 1.407 | 1.407 |
Theme | #645 | 2.000 | 2.000 |
Sound | #668 | 1.407 | 1.407 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game total?
1.
Did you use any existing assets? If so, list them below.
Only fonts. https://fonts.google.com/specimen/Titillium+Web https://fonts.google.com/specimen/Roboto
Link to your source?
https://github.com/don-tnowe/Magijack
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Comments
I love it. But it would be good if the icons for the upcoming opponents wre clearer.
Is there some elemental stone - scissors - paper mechanic? What exactly do you gain by turning your hand completely into red cards?
Hello!
The "turn-your-hand-red" spell has no immediate benefit, but the second playable character does have a use for it.
Icons though? Do they just need labels or something else? Would like to know more details.
Yeah, some kind of label would probably help :)
I appreciate all the hard work that went into getting the card mechanics to work. I also made a card game. Nice to see another one in the game. It would have been nice to see a bit more of a tie into the theme. The game play was smooth, the polish on the effects and the feedback is awesome. That is something I was not able to get to in my own card game. All in all this is a great card game. Great Job!
DRAW - MONSTA CARDO
Absolutely no connection to the theme that I can see, not even a shoe-horned in - you died or all the characters are undead.
Nice animations. I didn't understand what the different colours meant, if anything? Game seemed fairly easy, does it ever end? I rarely even got hit. I didn't even upgrade my cards, upgrading 5 cards at once (but one at a time) was tedious and a bit overwhelming.
Nice idea, decent execution but could use some balancing
the visuals and aesthetic are great! As others pointed out, audio would have been the icing on the cake
nice game! would have liked some sound to go along with it, but overall a good job!
I think literally all this game needs is some audio. Very nice game! But...is it supposed to fit the jam theme? Not that it makes the game worse if it doesn't. just curious.
Thank you!
...well, kinda. The "theme follower" is a secondary mechanic - the companion card after death. But mostly just wanted to try a core system I wanted to make.
Ok. I never actually lost a round in your game, so I didn't get to see that part.
love the art and style of the game, would be great with some sound as well, great work!
Nice game with original mechanics! I miss some kind of music and SFXs, but it was cool!
Played and rated, impressive content for 10 days of development!
Everything is very well polished and I can't find a negative point besides the link with the theme. The fact that there is so much content isn't really negative but for the gamejam there is a lot to take in to get into the game quickly. Well done!
Would appreciate if you check out and rate our game as well: https://hadilepanda.itch.io/rise-of-necromancy
Pretty cool game. It was fun to play and looked incredible visually. I didn't have any sound however? It felt pretty easy, and wasn't too hard to understand (and I wiped the floor with all the people I battled lol) There's a ton of content here, with powerups and spells etc. Hard to believe you did so in 10 days. Great work.
My only gripe would be that I don't see it relating to the theme of the jam at all...
I must say I'm impressed you built this in 10 days :) Not only is the mechanic pretty amazing but also you built a stunning visual as well!
Well done :)
We really enjoyed the game, it's not far off from the enjoyment you get from games like Slay The Spire. If you continued polishing it a bit more it would definitely have selling potential. We only encountered one bug a single time when we went to the next round and the match was automatically won allowing us to choose the same power up twice. Another thing to mention is that it would be nice instead of a forced death, the enemy kept becoming stronger to scale with you as it takes the enjoyment away to have a nice desk to then die.
Thank you!
An infinite mode is definitely coming. The current setup was made to implement a stopping point of "Wow, I beat this game! Time to move to the next one." or a reward of a good "spawn-when-you-need-it" card, but also works this way because enemies are bound to a level range (some spawn at the beginning but not at the end).
And they are getting stronger, just gotta make the sequence of enemies just loop every "final boss" kill.
Intuitive design, rich ideas, and beautiful art are put together brilliantly in mere 10 days. Absolutely love it! Especially the icons and the characters, I find them very charming.
May I know how you animate the characters? They have a very distinct feel that I'm not sure how to achieve.
Thank you!
The characters are animated with a simple change in object scale over time. But the trick is separating away different parts that don't scale - the visible parts aren't children to the scaled object and only inherit position of invisible children (Position Constraint component in Unity, RemoteTransform node in Godot)
Impressed you put this together in such a short time a well developed mechanic and great graphics.
Really really amazing entry.
Obvious thing out of the way first, wish there was sound and music as it really kills the vibe. With sounds it would have been perfect imo!
I had so much fun building decks and trying weird stuff. The damage spells felt a little powerful at times since they are just free damage for the most part. I basically used them off cooldown, perhaps if there was more of a downside to discarding cards? alot of the time discarding cards was purely beneficial so discarding 2 for the sake of a spell always seemed worth.
Something that I will say is that it was very unclear if the loop had an ending or if it was infinite.
The upgrades seems to come in a random order and also there was no counter or anything. I got to the bird with 124 HP before losing my good runs.
This was such an amazing game all around and is the one I hope places super high, cause imo this is probably going to be the game I wish had a full release the most, I can tell. Just my type of game hehe.
Fantastic work!
Thank you!
I did think about the card costs in spells. The initial idea was to only use no-cooldown spells for attacking: whatever you draw, you can use, but each card only in one spell. Focus changed away from spellcasting, and disabling cards for spell use would take extra time to code, so it was left in as a positive side effect! And a negative if you had a +5 or something, but it seems too rare to be a downside.
Thank you for pointing out the overpowered-ness of it. I'll look into replacing discards for some of the spells, or just encourage keeping cards more.
And congrats for getting to the bird! It really is the end of the game for now.
Very nice little roguelite deck builder. Interesting mechanics, could've used some music and sound effects but otherwise really good & fun.
This is very enjoyable! And it looks flawless.. How did you manage to do so much all by yourself in such a short amount of time?
I gave it 1 good run through, my strategy was to reduce as many cards down to 1 so that I could theoretically keep drawing and work my way up to critical hits at some point. Needless to say I died on the fourth enemy or so because my max was less then his average.. So that strategy is off..
I gave the description another read through afterwards and realized that I could cast spells.. Didn't figure that out while playing. And also realized I got the option to choose something after losing. It's a bit late now, so I must force myself not to start another round at this point in time, but I might tomorrow.
Very enjoyable. A bit tricky to understand on the first go, but that's okay. Don't need to figure everything out first go!
Thank you for your submission and thank you for your comment on ours as well!
Thank you!
Glad you noticed the all-1s strat. It is indeed safer, but that's why I made the heavier cards drop with a +1 or +2! That way it lets you get a Power higher than Limit (theoretically winning even without risky draws).
Time though? Can't resist every day all-nighters on a jam 😞
Oh man.. I had an entire week of vacation to prepare our game and I was exhausted by the end of it.. Then I had to come back to work again.. "back to the real world", unfortunately haha!
I did indeed notice the strat, I thought I was super smart too! Until I got my ass kicked. Like I said, I didn't quite get all the mechanics/tricks/options. I'll try to sneak in another attempt throughout the day to see if I understand it a bit better this time around and maybe can find another viable strategy!
Amazing job. Game feels very cool & immersive. Not sure I 100% understood all the rules even with the itch.io page but overall amazing job visually, mechanically & getting the flow & deckbuilding to this level. GG!