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A jam submission

The Ultimate TitleView game page

Climb up the competition using all legal and illegal means but beware! You must not betray your audience!
Submitted by Black Diamond — 35 seconds before the deadline
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The Ultimate Title's itch.io page

Results

CriteriaRankScore*Raw Score
Music#512.0663.200
Creativity#642.3243.600
Theme#671.9363.000
Graphics#701.6782.600
Overall#711.8502.867
Gameplay#721.5492.400
Geometricness#761.5492.400

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Epicness
Yes

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Comments

Submitted(+1)

Seemed like so much instruction at first. I was thinking that this was way too involved (long) for a game jam game. But once I got playing, I understood what was happening. I like the concept and I really like deck building games. I thought you did a pretty good job with everything for a week long game jam. Nice job!

Developer(+1)

thank you so much for your reply, unfortunately this game was made in just 24 hours (the last day of the jam) we had some problems working on it during the week everyone on the team was busy so I was on hurry building this out actually 😅, that's why it is not completely playable but I gad to share my idea and my project too.

Submitted(+1)

This is a decent start, but in order to give this some strategic depth, I think you'll have to think about your card (and probably ultimately mechanic) design a bit more.

1. Right now, cards with low numbers just appear to be strictly worse than cards with higher numbers. I didn't find any reason to ever pick a 1 damage card when building my deck.

2. I feel like cheat cards should generally be stronger than legit cards, as they already have the downside of giving negative audience trust. Right now, I only slapped them down at the end of the action sequence if my legit cards were particularily bad.

These two reasons made both deckbuilding as well as the actual rounds feel sort of trivial.

In contrast, look at Slay the Spire, for example. There are rarely any cards that are just strictly better versions of other cards, and if two cards share the same mechanic with different numbers, the better one usually has the downside of costing more energy to play. Also, a lot of the strategy in Slay the Spire comes down to evaluating how good a card is in context of your current deck, but this requires that there are some sort of interactions between your cards. Right now, in your game, the only real thing to think about in terms of deckbuilding is how much healing you need in your deck.

That being said, I do like the idea of the cheat mechanic and having to keep up audience trust. It's a concept I don't think I've seen in card games before. If you keep working on this game, maybe add a few mechanics and design a more balanced set of cards, I think this could turn into a really neat experience.

Developer

Thank you so much for this clear replay I really appreciate your information and I am willing to fix all the issues that u mentioned here , thank you for playing the game and I hope you will have more fun in the updated version 🥰