Play Chrono Card Battler
ChronoTeller's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #13 | 4.130 | 4.130 |
Concept | #20 | 3.913 | 3.913 |
Overall | #21 | 3.707 | 3.707 |
Enjoyment | #30 | 3.304 | 3.304 |
Use of the Limitation | #47 | 3.478 | 3.478 |
Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
4
Software used
Unity, Aseprite, LDtk, Ableton
Use of the limitation
There are only three buttons/options (cards) that can be used at a time
Cookies eaten
0
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Comments
This was fun! I really liked the art and music a lot -great job on this! :D
The art is great and the gameplay is enjoyable but it needs some polish. Dragging and dropping the cards is slow, the enemy AI is very random and there's not much use for the time rewind mechanic. Maybe you could have a card to stop enemies on time, and also be able to rewind yourself and heal a bit, like Atlas from Paladins. Or even have the enemies heal themselves and rewind them to cancel their healing!
that’s an interesting idea! Thanks for the feedback :D
Great mix of card game and turn-based strategy!!!
Magnificent work!
The enemy movement feels random but overall it's really fun. Good job!
I always like the card game and this game is no exception. This game could easily become a commercial game with some add. I love it.
Really fun game and just an amazing unique concept. Just needs more polish but other than that, awesome game!
This was awesome! Having cards for inputs reminded me of this game called Floppy Knights which takes a very similar approach to the movement and attack system. Overall, awesome concept and execution! With a little more polish, this would be an awesome full-release game!
The approach of using cards instead of inputs is really interesting and different, it could make for an excellent game :)
Thank you!
The game is pretty well done.
Pixel art is really good.
Gameplay is fine, but lack some variety. Some more cards will be nice.
In overall really decent work, good job.
Interesting use of limitations. At first the game seemed slow, but after playing for a few minutes and got used to the controls began to enjoy the control and gameplay. It would be great if the game was a little longer and you could see where opponents will step (although perhaps this does not fit into the concept of the game). I liked the game.
Cool game!, Obviously some “bugs” to fix / qol to add but the concept is nice
Loved the visuals (also the page description, nice to see something different)
Good audio selection (could use a little more energetic music maybe but I’m just waking up so there’s that too :D)
For the controls, I think it would have been better to have maybe hover to select a card, click / button to play card, other button to discard, and a UI button to cancel use. Currently, it is to slow to use. Or drop card on a cell to use it on this cell, but then you need to not drag the card visual itself so you can see the cells.
Not sure how you did your random card generation, but I had multiple times the move card pop 50+ times in a row, you may want to add a dynamic loot table that lowers the chances to get a card every time you get it
Not a fan of the itch fullscreen, remove this option as Unity adds a builtin fullscreen to webgl builds (may have to play with the screen size on your project page so that the fullscreen button shows correctly, I usually make mine 960*640 and keep the default resolution in unity), the one from itch does not scale up the game, it just isolates it in a white page
I did not understand how to prevent damages, enemies just random between move and attack?
Enemies sometimes move to the same cell as you preventing your attacks
The 3rd (or was it 4th?) level played on loop for me, don’t know if it is intentional
Make the door clearer, maybe an opened door sprite when the enemies are dead
Did not find a cool use for the Time card, maybe you should be able to use it on yourself to heal?
That’s a lot, but I loved this game
Excellent feedback, thank you! Music speed is being increased in the next update :)
The graphics look really good, but while i can see what you wanted to do here, but the game just feels really random and not strategic. Also, i think the horn synthesizer isn't in the rythm i think. Next time, rather than making a bunch of mechanics and then somehow fitting them together, always concentrate on the fun first!
I hope the feedback helped you a bit, and it would be nice if you could check out our submission too, thank you! :)
It's a well presented game, and the idea can work, but this limitation is making it really painful to play because of the constant dragging. Easy fix, make activating a card with only a single click, but still have dragging in case of discards. Also please make the movement separate from the cards, its by far the action I spent most turns on.
Yeah, we are most likely going to change to a click mechanism after the voting period ends. Regarding the movement, we are working on forcing players into using a larger variety of cards to make it more interesting to play. Because as of now you would not be wrong in saying that running is the best strategy.
Thanks!
Nice game
Thanks!