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Dragon and Treasure's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Concept | #14 | 3.727 | 3.727 |
Use of the Limitation | #17 | 3.636 | 3.636 |
Overall | #32 | 3.295 | 3.295 |
Enjoyment | #35 | 2.909 | 2.909 |
Presentation | #54 | 2.909 | 2.909 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
hologamer
Software used
godot, inkscape
Use of the limitation
The player takes on the role of a thief driven by greed, attempting to steal the dragon's treasure
Cookies eaten
12
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Comments
Very similar to slay the spire but with its own mechanics
Loved to see a deckbuilder in the jam entries :) Really solid core gameplay loop with the risk/reward ratio of angering the dragon and stealing money (as well as being perfectly on theme!) while juggling guarding and defusing anger. I think I liked that the dragon only attacks every other turn so you can focus on going all out in your thievery one turn and then focus on guarding the next.
There were some balance issues (unavoidable in a game of this complexity for a 3-day jam)--namely that, at least from my experience, it was extremely easy to play it safe and block damage entirely while slowly raising your money and managing anger so the dragon never does more than 5 damage. This made the overall pace of the game extremely slow while I was playing.
That being said, I really commend the ambition and know that with just a few tweaks the excellent concept could really shine. Good work! I got 220 coins in my run.
GOOD game
Really nice game! The core mechanic of deck-building is one of my favourites, and I think you nailed it. The cards are enough to offer a good variety of option; the balancing is not perfect, but I know it's notably the hardest part in making this type of games.
It was a bit hard, at first, because the player has too many choices in building the deck. However, that's a pretty impressive result for a three day game jam. Congratulations!
This game really needs a tutorial. Asking me to build a deck when I don't know what the cards do is just not fair.
I like the idea of making a card game out of this concept. Balancing the high risk of grabbing coins versus blocking attacks is a solid base. My biggest feedback would be that it did not seem like I had many options to leverage that concept, though that could have been more off of my deck building. But with so many high costs cards, it felt hard to really weigh multiple things at once. Overall, I still had plenty of fun playing so great job!