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A jam submission

Cute Card MagicView game page

A very simple card game
Submitted by moonlizard — 16 hours, 29 minutes before the deadline
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Cute Card Magic's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#282.6982.818
Genre Mashup Incorporation#291.9152.000
Originality/Creativity#301.9152.000
Magical Girl Concept#302.0022.091
Overall#311.8401.922
Engagement/Fun#311.6541.727
Polish#311.6541.727
Audio#321.0441.091

Ranked from 11 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 character designs are inspired by popular magical girl anime

Which genres from categories A and B did you choose?
Turn-based and card

How does your game mash those genres?
It's a card game where the two players take turns

Were the graphics/audio assets for your game made during the jam?
Yes

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Comments

This one is kinda hard to comment on. It's very simple by admission and by design, which makes it tough to compare to much more ambitious projects.

There's definitely a lot of stuff I feel this game should have had, but I can see definitely falling into the too much scope creep bin. Things like more graphics, animations, sound effects, more cards, clearer and more complex mechanics, etc. However, I think there are a few low-hanging fruit that could have been taken:

- There should be a way to restart the game without refreshing the page at the end. A button that reloads the scene would probably work.

- Better iconography would have made it easier to tell what the numbers on the cards mean. Maybe a heart beside health and a sword beside strength.

- Hovering over a card just shows... the same thing, at the same size. If there isn't something else to show here, this feature should have just been dropped entirely.

There also seems to be a bug where you can drag your opponent's cards and then the rounds start acting weird, saying you've won and then changing to lost, with a card remaining on the board.

The character designs are worth mentioning, because they're pretty neat and the art is pretty good, and the inclusion of a gallery while maybe stretching scope was a good choice to let us see them up close. Little text blurbs would have made these even better, I think, but as it stands, they're still pretty cool.

You've stated the goal here was to finish a Unity game for the first time, in time for a jam, keeping the scope very small in order to safely do that. From that point of view it's definitely a success, and one that indeed you should be proud of. I've found it's often hard to leave things by the wayside to get a game out the door- you want to get everything in, but sometimes it's just not doable.

Submitted

I see you mentioned that this is your first Unity game, and that you were keeping the scope small to ensure a finished project in the end! Joining jams as a learning experience and keeping the scope realistic is both smart and commendable!

The game itself is quite simple, picking cards and hoping that you've chosen well and will overcome the random card the enemy draws. My first attempt was a draw every turn, and my second attempt I won! Gameplay-wise, it feels very luck of the draw currently. It's hard to strategize beyond throwing down your best cards and hoping for good luck. The "Dragon" card seems the least useful in my games, as it can beat any card, but will always be defeated at the same time. The interface is functional, but could use a little pizazz. SFX and/or music could go a long way to enhance the experience too.

Graphically, things are fairly simple. It'd be nice to have more UI, backgrounds, etc. The character art is nice though, and gives a glimpse at what this might look like if the game was expanded and polished.

Overall, it does feel like a prototype... but you've learned new skills and have a final product to show for it, so that's a big win. Keep at it!

Submitted

This game felt kinda like a mashup of the classic card game War and Blizzard's digital CCG Hearthstone. Since the opponent has the same cards as I do, I felt like the outcomes were mostly random. It would be cool if a deckbuilding element was incorporated into it so I could try to stack the odds in my favor and try to find builds that overcome opponents playing differently themed decks.

Your art style reminds me of another dev I know named Berry. You wouldn't happen to know him by chance? Both of you have good art.

Developer

Thank you for the feedback! I don't know anyone named Berry, but I'd be interested in seeing his art.

Its a very basic card  game, great for a first game. It works in general, but its a bit confusing because of lack of a few little details that would make events clearer (some small animations or health removal, effects, sounds) ... Also its sorta confusing to show "in-between" results, you should not show results until the end of a "battle". A simple thing that could make this game better is that the attack numbers should be dice rolls instead, to provide a little bit of randomness. 

Submitted

There seems to be 5 magical girls and that’s great but I’d like them to have some backstory or relation to the game. Currently, they feel quite separated from the game and only act as images for the cards rather than being a magical girl. Drawing 5 girls for the game is pretty awesome though, so this deserves praise.

As a game, the mechanics are too simple. It does have some decision-making and strategy, but the starting cards being drawn are random, and it really just boils down to who has the most Moss. As an analogy, it is similar to tic-tac-toe with the starting move already made for you (via your starting hand), so the path is already kinda set. Perhaps further tweaking of the health and damage numbers is necessary, and maybe some secondary effects to spice up the gameplay and develop the magical girl theme/lore further. I feel like the player also needs to have some influence on the deck; the dealing of cards can be random like any card game, but the player needs to know how many of each card is present in the deck, how can the player influence or plan to gain an advantage, etc. Something more for the player to do or consider their actions.

Overall, although I didn’t really enjoy Cute Card Magic, it is a working, bug-free playable game and that’s great (the same can’t be said for some others). Lastly, I appreciate the drawings and Gallery menu which enhanced the experience. Keep it up!

Submitted

game doesn't load : (

Developer

Very sorry about that, it should be working now!