Really unique idea! But the difficulty scaled up way to quickly! My first encounter with the dummy didn't lead me to believe that the enemies would be shooting back. But once I figured that out I was able to defeat the giant spider. Next up was a mimic. Tried at least a dozen times, and probably a bunch more. However I never had a chance to "run away" and just had to keep trying again at the end of every loss. The novelty and enjoyment quickly faded at that point. I think there is a lot of promise here if only the difficulty didn't from nothing to 100% almost instantly and/or you had a chance to run away from more difficult fights after a loss. With that simple change I think you'd have a really fun game then.
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Five Card Knight's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall polish | #42 | 4.000 | 4.000 |
Overall | #80 | 3.745 | 3.745 |
Engagement | #93 | 3.765 | 3.765 |
Creative use of art assets | #163 | 3.471 | 3.471 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Really good idea but I'm just bad at poker :D
There was a bit too much text at the start which is kinda off-putting and it takes a while to get to the actual, awesome gameplay!
I really fell in love with the idea. A lot of people already know the different kinds of combinations so those people can very quickly get into a game with a somewhat complex mechanic. This combat allows for players to come up with clever optimization tactics of how the hand and and playing field can be best used to deal the most damage as possible as safely (easy to execute) as possible. Oh yeah that's the good stuff. I did not think however this game executed it well. Once you find the powerful staff I couldn't get bothered to look at my hand and multitask and just ended up spamming the '1' button to drop random cards. Having the staff made the game easy enough to defeat all enemies with this strategy.
I also tried to beat the dragon without the super duper staff and it was just frustrating as the bullets were too fast to dodge and the reward for getting rare combinations didn't seem great (maybe that's a glitch, I thought I saw a 4 of a kind recognized as a 2 pair but not sure it happened so fast). It should be reinforced very strongly that making better poker combinations are the easier way to win, since player will naturally do what seems more easy.
It is fine to make a difficult game but it should feel more fair. There was just no way for me to react to the hellfire from above.
The movement also annoyed me a bit. The character moves on a grid which reminded me of the game baba is you, which is a game where the character moves from tile to tile as fast as the player can hit the arrow keys. Being slowed down took away from the juicynes. I'm guessing this is done for the combat system to limit the dodging capabilities of the player but bullets fly so fast that it would seem better to me to unlock the character speed.
I could definitely feel some of your Undertale inspiration in the dialogue and it was nice. It really added some character to the world. I really liked the characters in that game and how they're so lovable eventhough they are the bosses that you are tryin to kill. It feels fitting fitting for this type of game.
It was very interesting, and I'd love to see an improved version of this game. good job
Far too difficult for me. I can imagine no world where a player seriously attempts a royal flush in this game. The slightly diagonal vector of the projectiles in general make them hard enough to dodge even without paying attention to cards. With how tightly timed the attacks are around you constantly moving, the player should at least be allowed to buffer a card drop while moving to a space. The fact that the enemy firing the projectile is on the left side of the screen while the next cards are on the right is quite frustrating. The dragon's health bar is just ridiculous to take on with only 3 hits to work with. The timing of the danger indicators on his patterns are misleadingly early. This effect is most egregious on his "attack from above" pattern, which incidentally has the second most frustrating path of all the projectiles in the game after the mimic's homing fire. I think if you want this to be accessible to an average person you'll need to tone down the difficulty and/or give the player a "turn" where they have a period of time to freely set down cards, sort of how "player attack" and "enemy bullet hell attack" are clearly seperated phases in Undertale outside of one exception. Besides the placement of the enemy and the "next cards" window, I have no complaints about the presentation and was amused by the writing. Great work!
Saw two bugs: checking the list of hands during battle makes the game claim it is paused while it is not. Pressing enter repeats the last dialog spoken no matter where you are.
Another interesting card/video game genre mashup game! I really love how many of these there have been in this jam, I find it super interested how video games can recontextualise card games
A lot of art popped into this one bit game! I love the aesthetic here and how smoothly It ran on my pc with the extra juice! The mechanic was interesting, and I think among other card games, yours does stand out quite the bit! I do however agree with Hugo here with the card spam, so maybe increased difficulty could be the solution? Anyways, a solid effort, I will put this in the 4. 5 to 5 star range, well done!
Nice game! Impressive how much work you were able to put in. It might be just because I am bad at multitasking, but I just ended up spamming cards in the grid and avoiding attacks, rather than think about which hands I could make. But interesting mechanic nonetheless.
There were a couple of bugs, and things seemed a little confusing at first, but it's a great concept and the execution is great! Good job!
Cool concept but just a little bit too difficult for me since i'm having think of both my placement in the board, the cards and the spider at the same time. Also it seems like flushes do 0 damage. And while dodging enemy attacks that all i could come up with lol.
I feel like because of this my strategy ended up just focusing on dodging the spider and brute forcing enough luck to kill it.
This game seemed very complicated to play. ( I skipped the tutorial)
When i actually took the time to do the tuto it became really fun^^.
Thanks for the great game!
Great game even if it wasn’t for a jam. Turned out very more and I’d want to play again if more content was released, keep it up!
This game is really polished and well made especially for the 48 hour time limit and I love the base concept of combining and RPG with Poker.
Super creative!
Never thought I'd be playing poker to kill a spider! Nicely done
This is such a creative and fun game. At first I was really confused how you'd integrate a poker system into RPG combat, but after the first battle I got it. I really have nothing all that constructive to say other than this is a game I'll be playing outside the jam. It's a lot of fun.
As the time of writing this comment, this is without a doubt the best game I've played in the jam so far. Extremely creative concept and an outstanding execution.
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