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Grand Robo Card Championship's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality & Innovation | #28 | 3.654 | 3.654 |
Audio | #72 | 2.808 | 2.808 |
Graphics | #75 | 2.962 | 2.962 |
Overall | #76 | 3.023 | 3.023 |
Theme | #80 | 3.115 | 3.115 |
Fun & Game Design | #111 | 2.577 | 2.577 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Irresistibly cute hand drawn robot art. I think this is the only card game I've played in this jam which is awesome! I'm pretty bad at it, but I really want to practice and get better. High marks!
And if you haven't had a chance to check out my game Foxy Boom Boxy, I would appreciate any feedback, thanks!
Thank you for playing and your kind words! Currently, my game is lacking in the explanations department, but I'm working on improving this for the next version. Then it will be more cards, more mechanics, and a way smoother difficulty curve 🤓
I loved your game, I hope to see more from you in future jams!
Very interesting concept, I liked it a lot. I also lost a lot, in fact every time. I like the idea of building your deck from duel to duel, and once you understand the system it's clear a lot of thought went into the game design. The Recycle phase didn't make sense to me until much later and I'm sure if I played more I'd realize more of the intricacies.
The game has polish in so many aspects, but due to the vast scope and potential the rough edges of the project are more glaring. There's so much information thrown at you from the beginning and the game would benefit from a softer introduction. That would also let you remove the legend, which is useful for learning but took some time to fully understand and after that point it was taking up screenspace.
I felt like the art was a bit too in your face, especially when you lose, but it was all solid quality and there was a ton of it which is impressive given how much work besides art was needed for this project.
Thank you so much for such a detailed feedback, and for giving my game a good try!
I'm sorry that you couldn't win once. I wanted to add a lot more weak cards in the game to create a proper weakling opponent, one it's almost impossible to lose against, but I didn't have the time to design more than about 20 cards. As a result, the number of weak cards didn't leave me enough cards to create a proper weak deck. You're right about the accessibility, my next challenge is to present and explain the game more efficiently, and optimize the layout and readability.
Thanks for the compliment about the game design! I let it simmer in my head while I was implementing basic duel mechanics and AI, so there was a lot of time to think about it but it caused a lot of late adjustments, too. And I'm glad you liked the art, I honestly wasn't confident about that part at all, especially when as you said there was so much of it to draw, and this is by far my weak spot. I'm the type who can't even draw a straight line, but I decided to fully capitalize on that visually.
I'll try to keep the updates coming at least monthly, thanks again for your valuable input!
The game has its jank, but this has serious potential. The appliences turning on and off which grant them more power is a solid start.
Although even as someone who regularly watches various tcg content, I still have trouble comprehending damage calculation, you might want to improvement the tutorialization a bit more.
Yep, a vast majority of my time was used to create the cards mechanics, illustrations and the AI so that didn't leave a lot of time for user friendliness. Damage calculation is one of the less-explained mechanics, my first update will focus on creating a good tutorial, improving the general layout and readability, and showing in more detail what is inflicted where 🙂
Basically, if you attack unopposed (no opponent card directly in front of your card), your card's attack value is inflicted as damage to your opponent's health. If two cards battle, they simultaneously inflict their attack value at the other's health. A superFast card strikes first if the opponent is not superFast. If your card is Piercing, excess killing damage is dealt to the opponent (regardless of whose turn it is).
Thanks for your feedback!
interesting concept but i struggled to understand it
Thanks for playing! Yeah, it can be a complex to grasp when you're not used to trading card games. There simply was no time left to make a more user friendly tutorial but that's one of the first things I'll add post jam 🙂
This is extremely impressive and very fun!
I had some difficulty in quickly reading cards. The fact that abilities like superfast and piercing don't appear on the "table" version of the cards is a little disappointing.
A couple of times, an opponent would strike at my megaphone or iron and the opponent would lose health after damage. Is this an error, or is piercing actually that good??
Great work!
Wow, thanks a lot! You calling it fun and impressive is quite the compliment 😁
As it is right now, I'm not fully satisfied with the layout of the play area, you raise a valid point that the cards are hard to read quickly. My choice to explain everything in real time during gameplay left me with less space, so the played cards are smaller than I'd like. Moving the tutorial away from the main game view will declutter the field and make the cards bigger with more room for text. Also, the battles will be more detailed, by showing how much damage is inflicted where exactly.
Piercing is that good, excess killing damage is dealt to the opponent! To compensate for that, the megaphone has less health, but the Iron is arguably one of the best cards, especially played at the beginning of the game.
Thanks again for playing!
That's a lot of work, and I love card games! Thank you for the experience! I won against an easy bot, but will come back to try again :D
Wow, thank you very much! It means so much to me to be that you liked it as a fan of card games! It was indeed a lot of work, and the rules only fully clicked in my head mid-jam.
Congrats on your victory! Your deck is saved for next time.
I’ll play your game today, it had already caught my eye 😁
Oh, wow. Saved? How did you do that? It is built-in stuff of GDevelop? Because I haven't investigated its persistent storage abilities.
Yes, it’s built in! 🙂 you can serialize a structure variable to json and write it to a storage, HelperWesley made an useful video about that : https://youtu.be/Fm-BJDTaBCg
The name of the action has changed slightly since then, but it works the same, you can find actions under the storage Section.
Definitively unique. I believe that if you improve a bit the card's graphics and the instructions, it could be a commercial game. I think it's fun!
Thanks a lot for the praise! I intend to replace all the visuals at some point, but I'll need to find an artist for that 😁 Considering my own art skills (low), I'm proud of how "well" the cards turned out, especially with so little time to draw each one, but I'll want something cleaner and eventually the items will be replaced by living characters. The theme of the game will probably completely change at that moment! A more friendly tutorial is planned, too.
This is incredible that you were able to make such a functional card game in such a short time period. It's one of my dreams to make a card game as well. Love the art, too. But we need a tutorial! Will be keen to try this one again in the future. I assume you spent a lot of the time getting the game to work bug free (which you amazingly did!) and you just didn't have enough time for the tutorial--so great job regardless and excited to see what you do in the future. If you have a chance please check out my entry as well! :D
Thank you so much! 😁 It's been my dream to make a card game too, I'd already made a simpler system for a previous game (card player versus standard RPG enemy) so I knew I could probably do it. You're right about the time, I wanted to design as many cards as possible and a working basic system before adding too much user-friendliness (after all, what need is there for user-friendliness if the game just doesn't work?). Some systems like the installation cost for the stronger cards were added as an afterthought and forced me to adapt a good chunk of the logic the day before the deadline.
All that being said, the next update will be all about user-friendliness! And then, more cards and a few more mechanics that I clearly didn't have the time to implement. New abilities, a new card type that provides a one time bonus and is discarded immediately, choosing the target of attacks...
Can't wait! Already very inspired by your project to work on my own card game.
Wow, that’s awesome! If you’d like, we can stay in touch and exchange coding and game design advice, and play test our games 😁 My email is in my itch profile if you’re interested!
Oh, absolutely. Yeah man, I'll hit you up.
the instructions are too fast
That's only when the phase is not relevant. For instance, if you have no card to sacrifice, the Recycle Phase is quickly skipped because at that point in time you don't need to concern yourself with it. When the phase is relevant, the text stays until you leave that phase (for instance the battle phase) 🙂
dude you talked about how hard my game is but yours is brutal i lost every time not one victory its a good looking and sounding game and its original but could u tell me how to win but i steel love the game cuz the art is so beautiful and it different from everything ells
Oops, sorry that you're having trouble! There a trick that I voluntarily left in game : Choose the dmg opponent (the hard one) and when the game begins, click the Concede button. You will lose, but that will still allow you to gain one of your opponents cards. Do that as many times as you want and you can build a powerful deck in minutes 🙂
When asked to remove cards, remove the bulbs and the blenders, lamps from your deck, those are the weakest card (almost useless). Pick cards that have the skill "Superfast", they strike first and make battles way easier. Tell me if you still have trouble!
I'm really glad that besides that, you love my game! Thanks a lot!
Really cool game! It needs more work, but has a lot of potential. I think edogantaskurt's comment summarize some of these stuff. It would be nice to work better in how to shown information to the player, like the total damage inflicted and suffered by the play in each turn. Drag and drop maybe functions well, testing could be interesting.
Thank you so much for playing mine too, and giving your reply. Overall, congratulations for the submission, and let's keep working on it!
Thanks for the kind words and good suggestions! Yeah, coding an AI for the opponent and the card battle system took up most of my time, so I cut some corners in the “display clear information about what exactly is happening” department. That will be the next order of business!
Let’s keep improving our games! 😁
I found your game to be quite complex, and I struggled to grasp the initial gameplay. Consider simplifying the mechanics to make it more approachable for players. Moreover, there's potential for improvement in the graphics department. Keep up the good work and keep refining the game!
Thanks for detailing your thoughts a bit more! I feared my game would be a bit complex for a jam game, especially for people not used to card games, and the time constraints didn't allow me to make a more user friendly tutorial than the phases descriptions. I probably won't make it simpler because I think it could harm the potential of it being a fun and strategic card game, but I'll certainly improve the explanations as much as I can 🙂
I'll be sure to check out your game in detail, too!
Looking forward to see the development progress!
so fun although took me a while to pick up. Loved the art style of the imagery for choosing the level of difficulty. Nice 1
The game looks fun and I really love the art style :D
I didn't understand how to play it though >.<
a lil tutorial other than text would be cool :3
overall, well made !
Thanks for your kind words! Yeah a game like that is quite hard to teach very efficiently , especially with the time constraints of the jam! I'm planning to add a fullscreen optional tutorial with pictures and bigger, less dense text, but on a few pages. And then the option menu will allow hiding the hints that teach how to play the current phase of the turn.
Thanks for giving it a try! 😁
Not sure I got the ON/OFF link to the game. (Is this a Magic clone?). I kinda ended up just clicking randomly and waiting for things to happen. Eventually I just quit to move on to other games.
I'm sorry you didn't have such a great time! Yes, it's a card game in the style of Magic, the ON/OFF mechanic allows you to turn your cards ON to make them stronger but they consume energy that way. You can turn an ON card OFF to save energy in order to play a stronger card or turn ON a more worthwhile card. The whole rules are explained succinctly on the right side of the screen, but with so many games submitted and so little time to play them all, I understand you didn't take the time to give mine a fair chance. Thanks for trying, though!
Took me a bit to learn everything with the game, but when it clicked, it clicked and it's pretty fun. I will say hard mode is pretty easy, since due to there always being one more new infrastructure and attacker, it's easy to sneak in damage and force the AI to react to it, meaning they don't do anything to the overall health pool. Really fun.
I lost on the first two levels, but by DMG, I'd learnt how to play the game properly. Also realised how satisfying it is to charge up a bunch of powerful cards, and then just absolutely obliterate the opponent! I ended up managing to wrangle -58 HP on DMG in the end (he had no cards on the front, and I had 3 20atk cards!)
This was insanely complex for the timeframe, I loved how many card variants there were, and also the fact that the rules were explained well. I think the only thing that would have been nice to see is something at the bottom of the phase explainer, showing a number or letter for what phase we're in.
Beautifully conceptialised, and I would play the heck out of any updates to this
Thank you so much Aaaahron, I'm glad you found the explanations useful and understood how to play. Congrats on your crushing victory!
I've wanted to create a card game for a long time, so when I heard the theme I immediately knew this was the time to try. I spent most of the first 6 days creating a simple card system without polish, card images or defining features, and a decision system for each phase of the AI's turns, while conceiving the rules and the ON/OFF mechanics. When the rules were cemented in my head, I went on to implement them and draw the art (which is by far my weakest suit). But the most complex part was adding polish, such as tweening the cards, and I had to cut a lot of corners there!
The next update will focus on better introducing the game via a simple tutorial, decluttering the UI and improving the general readability, and then I'll add more cards and mechanics that were cut when the deadline drew dangerously nearer.
I absolutely loved your game, I can't wait to see where you take it!
A complex game. It takes a while to figure it out. The graphics are unique. Very good job because it took a lot of effort to make something like this.
When you told me that you were entering a new genre, I really expected anything but this, however, I found a very interesting project and like other comments, I just have to congratulate you because it is an idea that takes many hours of work.
I also love the graphics, they are very fun colors. Good Job!