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Magical Girls Card Battle's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #6 | 3.750 | 3.750 |
Polish | #6 | 3.150 | 3.150 |
Theme Interpretation | #6 | 3.400 | 3.400 |
Magical Girl Concept | #8 | 3.600 | 3.600 |
Overall | #8 | 3.293 | 3.293 |
Engagement/Fun | #10 | 3.100 | 3.100 |
Audio | #11 | 2.900 | 2.900 |
Originality/Creativity | #15 | 3.150 | 3.150 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the Magical Girl Genre?
All characters are Magical Girls
Which theme(s) did you pick?
Battle Tendency
How does your game fit the theme(s)?
The game is base on the playing card game "war", which is called "battle" in the UK.
Were the graphics/audio assets for your game made during the jam?
All graphics and sound effects were created during the Jam. Two tracks are from fiftysounds.com.
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Comments
Nice short and sweet little card game. I like the premise of the girls just chilling and passing time with a card game, music was a nice fit for that as well. Nice art too, both on the character sprites and the cards. It was satisfying to win by the power of cheating! In an expanded version it would be funny if the opponent used powers too, though probably would need a more elaborate card game.
Thanks for playing. Although I did plan to have the enemies use their own powers, I decided to cut it. Mostly because of time-constraints, but also because in this game it would more or less nullify the players own power.
I'm not too much into cards games and it was luck based. hopefully there was special actions. but it was fun.
Thanks for playing. I am not a big fan of luck-based cards game either. It's just for a jam it fits nicely scope-wise and is easy to replicate in code.
Must say I love this submission. It is very well made and the game is very fun too -- although it is almost entirely luck based (altho due to the abilities it is easy). Very well done.
I didn't think I would see the concept of Magical Girl being used simply for cheating lol -- the creativity is out of the roof.
So yeah. One very amazing submission here.
Thanks for playing my more chill game.
In the first round, because there are no special action buttons. I actually thought this is the mechanic for whole game. But then i see those special action buttons in second round ,and the game starts getting interesting. Maybe it should skip the first round? However, even with special actions, the game is still fully based on luck.
To make it more strategtic, I would suggest that, the player should see his own next card (and the cards throw out when tie). "Shuffle" is a special action. And there is a "neutralize" action just to neutralize the opponent's special action. (yes, the AI should have special actions too) With the suggested mechanic, i would expect player may has this strategic.
1. if the card is low, use "equal" action to trigger a tie (for luck), or "exchange" to trick the enemy
2. if the card is mid, player may use "+3" to boost his chance
3. if the card is high, and AI has some special move in hand, player may use "shuffle" to keep the high card, or "neutralize" to make sure nothing changes.
4. if not have enough cards, use the "neutralize" to avoid opponent use "equal" to trigger a tie forcing you to throw out your last cards
5. if opponent wants to use "equal", use "+3" to win the cards( "+3" effect is after the "equal" effect)
Ah, maybe each characters can have their own set of special actions
Just some random ideas.
Thanks for commenting. I'll keep all of it in mind should I ever revisit this concept.
First things first, the card art is great! It really stands out and elevates the whole package.
The audio works well enough, though the music does get a bit repetitive. I appreciated that it stayed light and happy though, considering the premise of the game is that you're killing time waiting for something more exciting to happen.
The gameplay itself... is War. The first round took painfully long. I'm glad I stuck it out though, because I did like the following rounds! Adding the abilities was cool, and made it feel more engaging.
Nice work! Considering all the neat MG designs on the cards, I'd love to see you do a game that featured more of these girls!
Thanks fo playing.
I did had more designs, but it wasn't possible in the time I had left. Those in the game are drawn and designed in under 10 min each.
Honestly, that's even more impressive!
So, it's a mahou shoujo version of the classic card game of Battle. A game that's known for often dragging on, and for being completely based on luck and devoid of strategy. Or so I thought until the second game began. OK, it's still not very tactical. The abilities you get make your victory almost statistically guaranteed. I'm just imagining what would happen if your opponent also had special abilities, and maybe a hand of ability cards... This is so close to being its own card battle game.
But the mediocre gameplay is not why I like this game. It's the cards. All the face cards have their own unique magical girl designs, which are all beautiful and somehow still very cardlike. The two girls that are playing are in fact a pair of Jacks from the deck they are playing with! This is such a cool concept, you could do a lot with the 16 total characters you have, while exploring the dynamic of them being cards at the same time. You even have them in a hierarchy already. I seriously hope you make some games, write some stories, do anything with these characters.
I really like this entry, to be honest mostly for the potential in the ideas and designs, but nevertheless I think you've done something really special.
Thanks for playing.
Yeah I am afraid I won't be doing anything more with those characters. Their designs were a last minute effort and I don't think I will reuse them. That being said, I did design them with a bigger picture in mind. Normally in anime the girls are in similar outfits with only color variations. So my idea was to have each suit represent a theme: Diamonds are standard, Clover are plant based, Pike are marine and Heart are futuristic mahou shoujo. And each team would be given their own sets of powers with differing avantages and drawbacks.
Of course it didn't fit timewise so it all got cut.
I might go back to the drawing board with the Jack of Diamond, because that was the only design I actually liked.
Okay for such a simple concept that was waaaaaaaaaaay to fun. The music was very catchy and the cards looked fantastic!! Great job.
Thanks
The intro is a bit meta, but the concept of this game is actually pretty good.
I didn't realize there were abilities the first time I played this. I think the biggest flaw in this game is that the first round can go on forever if the RNG goes a certain way (I ended up restarting) and you never even see the abilities. It really should be scripted to go a certain way, or something. Until I read the other comments I'd kind of dismissed this game as barely even a game at all.
I do like that the game continues whether you win or lose, which makes sense given the context.
The art is really nice. I love the playing cards with magical girls on them, it's cute and charming and works perfectly for this game and this jam. The music is nice, but it did get annoying after a while, so it might be a good idea to change tracks between rounds.
I second the suggestion of having the girls' expressions change as they win or lose; that would be a cool addition.
Thanks for playing.
I'll keep that in mind for the next time.
it is pretty funny to submit an game literally called one of the themes haha. Well... in the end it's a card game based on chance. I don't know if the original is balanced this way but it seems like the probability curve for whoever has more cards is always higher right? I didn't know what the abilities did. The card art was nice and sort of hinted at a greater universe, and as someone who also ended up with Playing Card Magical Girls, I appreciated their designs.
The music was sort of driving me crazy after about 5 minutes of clicking though.
Actually the person with more aces has the upper hand. And more aces in a smaller deck means you start winning more often. Of course once you win many cards the chance of losing rises too. The only way to lose the game is to lose your aces in a tie.
I purposely didn't label the cheats because
I am lazythe game is clearable without the need for victory.As for music, I'll try to find a musician next time.
The first game took me like half an hour so I thought this was just a battle game with a magical girl. It's only when reading the other's comments I realized there were abilities later (does that make us a cheater for using magic in a card game?)
The abilities change the flow of the game completely, and since this isn't multiplayer they just make it less frustrating.
also, the arts and music were nice.
pretty fun, I spent more time on it than I expected.
Oof sorry about that. Sometimes the cards align perfectly to cause an endless loop which is why the shuffle feature exists. Though if you are not card counting you might not notice it.
no problem, my second try was a quick win. That happen in card games I guess.
Pretty cool illustrations. I would love to see them animated even a tiny bit or change perhaps as a reaction to the hand. I thought it was great how the characters were incorporated into the deck. I do want to see more of them. It seems like the characters were a wallpaper for an already solid card game system. I feel a little embarrassed to say I don't know how to play this game. I just know to click on the card and it deals a new hand but I can't tell if I'm winning, losing or what I should be doing. The card game by itself is very slick.
Yeah it's no more than that. Just click and hope luck is in your favor as it can swing either way at a moments notice.
Making the player play a full game of War to get to the abilities is a bold strategy. I'd maybe consider a few scripted hands to show how things work, I spent nearly 15 minutes clicking through that first game before finally losing. I'm glad I did though, because I like your other girl designs, and the abilities add much needed interactivity to the game.
I'm not sure if its intentional, but using the Equals ability into the +3 at the end of the war let me slice through the entire rest of the game in less time than the first game, while I'm not sure when I'd ever use the switch ability, as I'm not planning on card counting in War.
I'd suggest adding some abilities such as "look at the top card of your deck, choose to discard or not", or "force opponent to redraw their card". Some happiness/sadness facial expressions for when the girls win/lose wouldn't go astray either.
War is a pretty good template to build a small card game from, don't be afraid to bend the game as far as you can.
Thanks for playing. Yeah the ability to use both abilities at the same time was intentional because while playtesting, only using the equalize ability by itself didn't change the outcome of the game.
I had planned to change their expressions and make the drawings cleaner but I just ran out of time.
However I don't think I want to keep updating this game. War is just too reliant on randomness for my taste.