Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

DealtView game page

A short magical girl game with card combat
Submitted by useless19 — 4 hours, 6 minutes before the deadline
Add to collection

Play game

Dealt's itch.io page

Results

CriteriaRankScore*Raw Score
Genre Mashup Incorporation#103.5383.538
Magical Girl Concept#113.6153.615
Polish#162.9232.923
Overall#183.0223.022
Originality/Creativity#183.3083.308
Engagement/Fun#232.5382.538
Graphics#243.0003.000
Audio#272.2312.231

Ranked from 13 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?
The main character, Mel gains the ability to do card combat thanks to a magical sprite (and has a transformation to do so)

Which genres from categories A and B did you choose?
A) Turn-based, B) Card

How does your game mash those genres?
The main focus of the game is turn-based combat that uses cards to make attacks/defend

Were the graphics/audio assets for your game made during the jam?
The graphical assests were entirely made by me during the jam time-frame, however I used music from Bensound.com and SFX from freesound.org as I am not a composer

Leave a comment

Log in with itch.io to leave a comment.

Comments

Fun story and OK combat system, a little too reliant on RNG. The only strategy was trying not to tap under the most efficient high cost cards in case I ever drew them. I liked the art for the combat sprites, they were pretty cute. I really liked the final boss too, that was a clever use of the system.

This one was longer than I expected, though still pretty short in the grand scheme of things.

There haven't been a lot of visual novels in this jam, so I was pretty interested in trying this one.

The story was just kind of there. It's enough to push things along and make me want to keep playing, but otherwise is kind of forgettable. I don't know how much the focus was meant to be on the story, though.

I can see the art being divisive. It reminds me of the Flash games of yesteryear, and I personally liked it. The whole game kind of reminds me of those little games, in a way. It has the same kind of story and the same kind of feel.

So points for being (unintentionally?) a nostalgia trip.

The gameplay was surprisingly good. Battles were tense and the little effects made them pretty satisfying. It's pretty barebones when you take a step back, but it works well enough and the game is short enough that the battles are still interesting by the end.

If there's one complaint it's that battles are heavily RNG-dependent. It's possible to really get screwed by the deck, and you can end up in seemingly unwinnable situations or rounds can get very drawn out by stalemates. I had long runs where I'd end up with no replenish cards, or nothing but defense cards, or one-point attack cards.

I'm not sure what the best solution would be for this. Fewer card types, maybe even just one of each? Maybe a bigger hand? Some of the other commenters will probably have better suggestions.

It's impressive that this is done in Ren'Py, but like most Ren'Py combat systems it does feel a bit janky. Having to confirm after selecting a card just feels like an unnecessary step, and having to use the tiny back button at the bottom to cancel was super awkward. I also found the UI hard to read on my screen because it was quite small.

I thought the second battle against the boss was going to be a rehash of the previous fight, but I was pleasantly surprised to see that it wasn't, and seeing the shuffle-loses-hp mechanic come into play in the narrative was a neat meta touch.

Submitted (1 edit)

It’s a good game with a decent graphics and story. I beat Dedeal. The magical girl concepts are there, which is great. I had fun with the card mechanics but even for a casual card game, I think it’s still too simplistic and there’s not much strategy involved for battles that could last many turns. It feels like autopilot mode at times, there’s not much for me to think about: buff up defense, hit hit hit, CP, hit, hit. There is a minor issue where once a card is selected, I can’t seem to change my mind because there’s only two choices: play or discard. If I have enough CP, there’s no way for me to go back a step, but if I don’t have enough CP, I can essentially cancel it - therefore, there should be a third option to cancel. Maybe there’s an option to cancel and I’m too stupid to find it, but if there is then it’s not very obvious I think.

This is a very minor issue but for the dialogue, I would appreciate it if the character names are color-coded so that it’s easier to recognize them in a glance because there’s no positioning or anything to indicate which character is talking, so I have to always re-read the names to see who’s talking.

Overall, I think it’s a decently good game that has all aspects covered. I liked reading the story and I had some fun. Perhaps if the card game mechanics are refined and improved, this could be a game I would look forward to play again in the future. Keep it up!

Submitted

A cute little game, I really like the villains downfall being his lack of cards!

In terms of gameplay is very simple, which is not a bad thing, however I feel like nearly every turn the best choice is to just play the highest mana card available to you, which makes the gameplay a bit repetitive. I think stuff like card draw and discard would help add some tactical variety, and I'd recommend speeding up the pace of combat as there's a lot of waiting around.

The art is fairly good and while I think there's room for improvement, it's very consistent and there are a lot of detailed scenes and character designs which is something to be proud of.

Great work.

Submitted

the card game is simple but fun. The luck element is major, but i can still see  strategy is important.  For me, i always put defense as highest priority. I sometimes discard attack card just to save enough cp for upcoming defense card when my defense point is low.

btw... A) Turn-based, B) Card ... lol

I enjoyed this game, although I was close to quitting a couple of times.

Mainly the combat is just so long and dull.  I started in the first one to strategize and by the end I was just clicking attack cards as fast as I could click em.

The plot is cliche, but the story is well told and had a few funny moments, that is the only reason I stuck around.

Overall the game is well done, just wish the battles were either funner or skip-able

Submitted

This was a good use of the Card x Turn base combo. The combat really did feel like a card game, and it worked pretty well over all! A couple of the battles dragged a bit long (the scientist in particular) but generally there was a pretty good balance that kept me on my toes, while still feeling like victory was close at hand!

The story was fun, if a little fast... but hey, it's a jam game. I'm not expecting JRPG length or anything. I did enjoy the ending.

Nice work!