Interesting idea for a card game. Don't know if there is any ways to strategize, or is it just a guessing game?
Consider checking out our entry as well: Ramen Origins(HTML5 version available) :3
Criteria | Rank | Score* | Raw Score |
Adherence to the Theme | #965 | 3.618 | 3.618 |
Originality | #1248 | 3.109 | 3.109 |
Overall | #1257 | 3.097 | 3.097 |
Design | #1431 | 2.564 | 2.564 |
Ranked from 55 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Interesting idea for a card game. Don't know if there is any ways to strategize, or is it just a guessing game?
Consider checking out our entry as well: Ramen Origins(HTML5 version available) :3
It is too much of a guessing game right now.
I had originally thought the strategy would come from trying to anticipate the opponent's choice and deciding whether or not to just go for direct damage or attempt to chase a special effect.
The AI is built to rank it's choices based on past outcomes. So it doesn't just choose randomly (other than the first move.)
Thanks for playing!
Fun idea, however, it felt really really random. The special effects didn't change any of the regular tactics of RPS, except that you were kinda obligated to take the special effect because it was always better than regular play.
I think with two small changes the game would be much more enjoyable to me:
1) Have both players see the card the opponent has drawn. This way you can reason about what he is gonna do: "Oh it has a special effect on an attack win, should I play defense or will my opponent anticipate this and go for a regular win with support, anticipating my defense play?"
2) Have some cards with special effects provide an effect for every choice. This way you don't take the choice away from the player (Since right now taking the effect is always preferable over not taking the effect)
Nice animations and UI, though I'd rather remove "Player One Turn" window, it requires additional click on Ok when I explicitly understand which turn is it judging by the card's position. But game is just a whole random and it doesn't need me as a player.
I'd recommend to make cards with different effects depending on the mode player uses them and make cards visible to opponent. This can create interesting gameplay situations with bluff and unexpecting turns. Good luck!
The first thing that ill say is that this game is pretty, it looks good and the animations are smooth, that said there isnt much game going on, the player is never involved in decision making agains the bot, its just rock-paper-scissors with not even considering what the other may have, you only click what the effect tells you to pick. Maybe playing with another player can be fun by doing game theory but your choice is always set in stone as soon as you see it has an effect.
Theme, it fits it for sure, maybe to its detriment, but fits for sure.
Its rock-paper-scissors so not a wild concept, but that said i think its the only card game entry.
Interesting take on rock, paper, scissors. The card sounds are nice and the game is easy to understand quickly.
Rock Paper Scissors with a tweak. Nice game, I would prefer the animations a bit faster btw.
It's an interesting take on RPS, and all the visuals looked great! I thought the "on __ mode" effects were interesting, but in my experience they took away from the mind games and decision making aspect because it was strictly better to put the card into that mode. But overall, nice job! The flavor text was a nice touch as too.
I lost to the bot and chuckled a bit. The RPS design makes it simple to understand and is backed up by good visuals. I really liked how the cards had special effects depending on how they were played
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