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A jam submission

Panzer DecksView game page

A combination of deckbuilder and grid-based tank battle
Submitted by raghunandan — 3 hours, 20 minutes before the deadline
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Panzer Decks's itch.io page

Results

CriteriaRankScore*Raw Score
Interesting Gameplay / Fun#14.1254.125
Bug Free#44.3754.375
Likely to Release#83.8753.875
Overall#83.7193.719
Aesthetic (Art & Audio)#322.5002.500

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

Nice game, got me engaged for quite a while

My 2cents would be the movement: I was always trying to not move because at minimum to be out of range of the enemy I would have to spend 1 to rotate, 1 to move and 1 more to turn the turret into the enemy's direction. So I would just wait for the enemy to be in range and while waiting I would be healing. When the enemy was in range the only movement card I would use was the move forward to get in range. I didn't finish the game so I don't know if these cards might have been useful on later levels.

Besides from that it really got me hooked, I like these kind of games where you need to strategize to win :)

Developer

Movement definitely needs some revisions. With respect to the kind of maneuver that you mention, the closest that can be achieved right now is to turn and swivel turret to point towards the enemy. Then use advance/retreat cards where possible to move in/out of line with the enemy. But yes, I am working on further changes to promote movement in general.

Good to know you liked the gameplay overall :) Thanks for playing, and appreciate the feedback!

Submitted

>What was the most frustrating moment or aspect?

I messed up by losing track of which way is clockwise and which way is counter clockwise a few times.


>What was your favorite moment or aspect?
When I could setup movement so I was firing a shot and then moving to a different lane to make the AI waste time and chase me. Or, the time towards the end of matches when I'd finally be close enough for a nuclear shell. Or, just the fun of digging through my deck and drawing tons of cards. I found a few favorite things.



>Was there anything you wanted to do, but couldn't?

I actually wanted to move more in this version but, between the inability to permanently remove cards and not getting movement cards I wanted, I couldn't quite get a strategy together.


>If you could change, add, or remove any 1 thing, what would it be?

A symbol on the turret turning cards to show clockwise vs counter-clockwise motion would be appreciated.
Developer (1 edit) (+1)

Thanks for the detailed feedback! Good to hear about the aspects you liked.

Icons for swivel direction makes sense. Will add them. As for more movement, this is work in progress. There are some options to draw more cards, which is more of a generic solution to obtain a needed card. Card removal also makes sense here, and I'll work on including it soon. More specific to movement, have put in some cards which combine movement and other actions (attack/defense). Will continue to work on adding more options for movement. This is definitely an important aspect of the gameplay, and the feedback is much appreciated. Thanks!

Submitted(+1)

Amazing combination of 2D strategy with deck building, the music is great, and the graphics are functional. Finished the whole campaign, this game's addictive! You got some interesting card combinations there, well done. Congrats!

Developer(+1)

Thanks for your kind words. Great to hear you played through to the end. Definitely encouraged by your feedback :)

Submitted (1 edit) (+1)

Good foundation.  Its one of those games that are the reason I even want to make games; while playing I'm thinking of all the possibilities in the system and wanting to try them out.  Its fun.

I don't think the 'Play twice' card seems to work.  I used it several times and I don't think the next card was ever played twice.

It can be a little frustrating to not get useful cards several times in a row.   Not sure how to solve that as what is 'useful' is based on the situation.

I like it. Lots of potential.

Ran well in browser.

Developer

Thanks for your encouragement!

Reg the "Replay" card, there are no effects to indicate when the next card is played twice. But the effects should be visible in cards such as "Advance" (the tank will move forward two spaces if possible), or "Turn Right" (the tank will turn right twice, i.e. 180 degrees). For armour, double the amount of armour is gained. For attacks, again, there is only a single shell that is fired, but the damage is doubled. The one case where it doesn't have an effect is when you use a "Dynamic Shell/Armour" (I'll probably change that as well.)

Agreed that many a time, it is hard to find the card you want. Three are a few mechanics that increase the card selection power (a Mechanism that draws an extra card each turn, cards that draw more cards when played, etc.) But yes, this needs more work.

Appreciate the detailed feedback.