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Forge Shuffler's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Controls | #44 | 3.455 | 3.455 |
Fun | #62 | 3.182 | 3.182 |
Graphics | #96 | 2.909 | 2.909 |
Overall | #100 | 2.766 | 2.766 |
Theme | #111 | 2.909 | 2.909 |
Accessibility | #112 | 2.182 | 2.182 |
Originality | #123 | 2.636 | 2.636 |
Audio | #123 | 2.091 | 2.091 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.2.2
Wildcards Used
WAH WAH WAH WAAH, HARDCORE
Game Description
Rogue like card game where you can upgrade your cards in the forge
How does your game tie into the theme?
Upgrading cards thourgh the Forge
Source(s)
https://github.com/Ikkisoad/Forge-Shuffler
Discord Username(s)
Ikkisoad, makaai
Participation Level (GWJ Only)
2
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Comments
My comment is pretty much in line with raghunandan's before me -- core interactions were good, the mechanics seemed okay... but the lack of clarity around when I was going to get attacked and if/how block worked at all was confusing. I got to a point where enemies were 1-hit killing me from ~full health with block and progression seemed impossible.
Despite the issues I had around the edges I liked it. Feels like this has a good basis and a little work teaching the mechanics or making them more discoverable would have huge returns.
Good work! Played a few times. Best I could get was to enemy 7. The core combat and upgrade system is pretty neat. The starting health of 10 seems a bit low, and makes the initial difficulty curve very steep. Some idea of the damage range of the enemy would be helpful. I couldn't understand how the turn system worked. How many times I could play cards before it was the enemy's turn again. There's a number on each card that looks like it might the cost to play, but I wasn't sure of the total cost budget in each turn. In some cases there seems to be a discrepancy between the amount of damage or block on the card and what actually happens. Given some more information to the player, and a bit of balancing, this would be more fun to play. But this is a good start for a jam. Well done!
Killed some baddies, upgraded some cards, died a couple of times, and did it again– good work!
Good job, I love a deck-builder. I don't know why the enemies sometimes do loads of damage and it could generally do with work - but you gave yourselves a big job, and making it playable in the time frame is really impressive. Most importantly, I enjoyed it!
The upgrade system was truly satisfying. Thanks to your tip about upgrading the lower cards first, I felt significantly stronger after every encounter. It would have been cool to see a popup or some information on what the enemy chose to do that turn. I found myself scanning the screen to see if they had hit me, or healed, or maybe just passed on their turn (not sure if that's possible, it felt like it was).
Fun game! Great work :D
Very ambitious to make a deck builder, but you pulled it off pretty well! I agree that I would have liked to have some indication of what the enemy was doing (either STS-esque telegraphing or at least knowing what moves the enemy could do). It would be great to see some animation from the enemy to see them attack (even if it was just changing the position of the same sprite).
Also a small bug: if you change the viewport size (I wanted to full screen to take in the nice artwork), the game stays in the same sized window, but the UI takes up the whole viewport.
This was super ambitious to try to make a full deck builder in a week, mad props for that - I'm impressed you managed it!
I think the mechanics need to be explained to the player better, though - I saw that below the enemy's health there's an attack number, but they don't seem to attack every turn, so I was a bit confused about how the enemy attacking worked? I don't know if that's a glitch or if I'm misunderstanding something, but I think copying Slay the Spire and just having the enemy's next attack value for that turn displayed there would be a good solution. I think some screen shake when the player takes damage would be helpful too (and perhaps a red overlay or something?) - there is screen shake when you do a big attack on the enemy but I found it hard to notice when I was taking damage.
Anyway, super impressive game and I think it has lots of potential if you polish it some more!
Tyvm!
Yeah, the enemy attack number is its base atk and then it rolls damage, so sometimes on the early floors they can roll 0 damage. Also the screenshake is for when the player gets hit, but since there is no delay at all between the card effect and the enemy attacking it does get confusing.
We are already working on making the flow of a turn clearer and making it better to understand what the enemy just did.
A deck "forging" game was not something I expected coming out of the theme, but it is indeed a clever take. I really enjoyed the time I spent slaying the weird creatures but I found that some cards that didn't just interact with your enemies' health or your own would be a good addition. Like "draw x cards" or "next attack deals "+10 damage", and stuff like that. Other than that, super enjoyable, and good job :D
Glad you enjoyed it, will be noting those down!
Great job on the game. This is the game that I kept playing the longest. The gameplay loop and power escalation feels great.
Regarding the UI, I agree with the points made by Regal-27. If you do keep working on the game, I would recommend having a better distinction between taking damage and gaining max health. If you are not paying attention to the health values, it is hard to tell the difference.
Tyvm!
We are loving the feedback, so we are planning (already doing it) on polishing the game, as well as giving clear hints to the player of what is going on.
Alright, I made it past floor 100 and here are my thoughts:
Positive Feedback:
Negative Feedback:
Floor 100 sounds a lot of fun, I can only imagine how strong your deck was.
Awesome to hear that you had fun, our first Jam game submitted was really not a video-game and to be able to create something enjoyable is amazing. And yes, we are really proud of this game considering the short timespan we had to complete it.
Now for the excuses, the armor was the last card I implemented so I might have not tested it properly, Makai noticed that on the final hour of playtesting along with the burden of having to spam click upgrade, but since that was the final hour I didn't want to do code changes. So that is a lesson to finish the game earlier, or even one day earlier, to get whole lot of play test.
About a tutorial or tooltips we really didn't think about that haha. Will be writen down.
We wanted to create a boss but we ended up leaving it for last over and over and then we didn't do it.
Tyvm for the feedback and again we are really happy that you enjoyed it.
Liked the idea of using a card game with "forging" to improve your deck and despite the obvious graphics flaws it seemed ok, but on floor 8 the monsters suddenly did massive amounts of damage despite the smaller amount of attack it seemed to indicate that they had.
Hope you can improve this game after the jam.
I'm glad you liked it! Even though the "forging" part isn't as elaborated as we hoped.
All the enemies have different values for damage rolls so some really do pack a punch, not saying that it doesn't sound unfair 😂
We might or might not do some final touches in the game after the jam but our objective with participating in the Jams is to get experience going through the whole process of making a game and applying that to another project we are doing while there is no GWJ going on.
Tyvm for playing