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A jam submission

The Demon's DraftView game page

You Take One. It Takes Two.
Submitted by Talberon (@TalberonGames), YarnCatGames — 5 minutes, 36 seconds before the deadline
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The Demon's Draft's itch.io page

Results

CriteriaRankScore*Raw Score
User experience - How well was the user interaction implemented.#63.7783.778
Audio - Did the entry make good use of audio?#83.3333.333
Haptics - Did the entry make good use of haptics?#91.8891.889
Fun factor - How much fun was the entry to play.#93.2223.222
Overall#113.2043.204
Theme incorporation - How well did the entry fit the theme.#123.6673.667
Originality - How original was the entry.#133.3333.333

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot version used
4.4.1 (custom)

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Comments

Submitted

Really cool concept! It makes me think of TABS. Great art, and lots of different cards and units. Great job!

Unfortunately, I think the "deck" (pun intended!) is really stacked against the player - I always got totally destroyed. Although, strangely, I couldn't fully lose either? Like, they'd kill all my characters, and get to my castle and endlessly attack it, but I'd never get "game over", I'd just have to reload the page.

(Also, it's always nice to see a WebXR build!)

Submitted

I like the idea of a deckbuilder + autobattler in VR. Getting to watch the battle unfold below you is cool. Nice interpretation of the theme: "It" takes two.

I played it twice and didn't feel I really had any agency. "It" always takes more cards than me, which I get is the implementation of the theme, but it means I'm outnumbered. I thought that would mean I would have some tools to beat the overwhelming enemy force, but I didn't find any a) unique units that my opponent didn't also have, b) combos between different unit types that can be exploited (all units were just variations of damage and defense), c) ways to influence the battle once it starts. Maybe I'm missing something, but it didn't feel there was any strategy other than picking soldiers/conscripts early so you can upgrade them later, but that doesn't help that much. Also once my army was defeated, the enemy just banged on my castle forever (there didn't seem to be any "health" on my castle).

Developer(+1)

Yeah, we wanted to make the drafting aspect feel a lot more meaningful with the choices you could make and have them not be obviously too-good or all awful, and just got caught up on implementation. We needed the sim working and every unit visually distinguishable before we could properly tweak and balance them (and fix some simulation bugs like the wall thing), then we were out of time. Lessons learned for next time, for sure!

Thanks for trying it out!

Submitted

Nicely done, and interesting take on the theme.

Submitted

I recorded my playthrough