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Controlled Cards's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #1624 | 3.270 | 3.270 |
Fun | #2825 | 2.514 | 2.514 |
Presentation | #2882 | 2.676 | 2.676 |
Overall | #2914 | 2.595 | 2.595 |
Ranked from 37 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The majority of the played cards and order are chosen by the player, but several cards are randomly selected and played whenever the player is out of control, which happens regularly.
Did your team create the art for this game during the 48 hour time slot?
Yes
We created all art during the game jam
Did your team create the audio for this game during the 48 hour time slot?
Yes
We created all audio during the game jam
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Comments
This game could really use a tutorial. I understand that it's a 48 hour game, but it's important to understand what the game's about in a very small amount of time. (I couldn't play this game before having my coffee)
However once that hurdle was jumped the game overall was pretty good.
This game is really something... Seems really messy and cluttered at first, but once you understand the rules it's really fun, and I get how easy this can get out of control at lower levels! Good job! :)
This game should have been really hard to imagine haha :D
GG for finding this concept !
thanks for the game :D
Well done for creating such a clever idea in 48 hours! Good job.
The mechanics and trade-offs behind this are super interesting and I had a lot of fun playing. However, I think the most interesting parts of the game could stand alone without the "out of control" elements, so I wasn't convinced that this fit the theme entirely.
The main issue I noticed is that there are too many mechanics introduced too quickly. Having the player start with a few mechanics and then little by little include the next ones will make it a lot better.
its quite an addicting game, the only problem is that you get thrown into it without any real explanation of what everything is, youre left on your own to figure out what everything means and that felt pretty harsh and not so fun. love the idea, couldve used some more work!
I had fun, because these card games are just silly addictive... but I never understood the 'energy' part of the concept, i couldn't figure out WHEN I could move. Other than that, I never really felt out of control, but I WAS having fun.
I guess I should've made it more clear that each vertical level has a specific number that forces you to move when you have blue (energy). The number is located on the rightmost part of the gray screen.
A very original ideia, cool stuff
It's really confusing at first and I think the shop is bugged ? (I had to start over anytime).
But I think there is some really good ideas !
The shop seems to be working properly for me. Every time you die, all the enemies are removed from play and you go to the shop. The shop presents you with a number of cards to buy, most of them are better than the base cards. You are also presented with a selection of your current cards which you remove. The deck should be persisting between every death/shop visit (but not if you refresh the browser, unfortunately).