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Duelers's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #1 | 4.200 | 4.200 |
Graphics | #1 | 4.600 | 4.600 |
Innovation | #2 | 4.600 | 4.600 |
Mood | #4 | 3.800 | 3.800 |
Overall | #5 | 3.600 | 3.600 |
Fun | #5 | 3.600 | 3.600 |
Theme | #6 | 3.400 | 3.400 |
Humor | #7 | 2.800 | 2.800 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Expected duration
30 Minutes - 60 Minutes
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Comments
My thoughts:
-The visuals, music, and characters (cards) are great. The cards are varied and very charming.
-It would be nice to have a preview of what cards do before summoning. However, experimenting with card interactions is fun and rewarding when you find a new combination.
-Due to the nature of the engine, the levels are more like puzzles than a dynamic card game. Both puzzle and dynamic styles can have their merits, but sometimes a puzzle format can be frustrating when it feels like you're just grinding to find the one way to win.
What a game. You'd hardly tell this was made in SRPG Studio and certainly highlights the power of the engine.
The way you summon units was clever and very neat, and the idea of there being a whole host of features and things you could do that all depended on the luck of the draw felt exhilarating. Unfortunately, the whole 'luck' part was absent, as everyone's decks were predetermined. This made it less of a versatile feature of the game and more like a puzzle you had to solve. A puzzle wherein you didn't know where all your pieces were or what they did. It was aggravating in the first battle as there were a whole host of mechanics I had to trial and error into. A short tutorial battle before that one would have made it a lot less of a blind mess. The first battle also felt a lot tougher than the second, as the first you just could not brute force unlike the second if you played your cards right. Heh.
But I don't think I could comment without bringing up the game's aesthetic charm, which you nailed handily. It goes so well with the theme of card playing that it really sold the package. The map, the backgrounds, the units, the UI, down to the font you used, indeed, all wrapped up the mechanics in such a coherent way that it felt natural to just behold. The visual design you chose absolutely set it apart from the rest.
The system itself, I feel, could be pushed much further, but that might not be suitable for a quick jam entry. If this idea ever gets explored, I would like to be one of the first to see it, because it definitely pushes the envelope on what you can do with SRPG Studio.
The first level was brutal, but I managed to clear it after giving it some thought and testing things out. It could use some tuning. The second level was much easier. Thankfully, as there are no saves. Otherwise, this is such a creative and great entry that has so much personality to it. I wonder just how far one could push the card game system.
This entry has a lot of charm and cool stuff, and the expected duration was correct, even with a couple of tries it took me around 30 minutes to beat. So let's get into some details.
The whole Art package, Graphics, Sounds and even the FONT! Has a lot of retro charm, there are a lot of small details that I love, the effect on the range panel was subtle but really cool, the design of the charchips is really original, loved the Archers specially.
The game really gives a great mood of a classic Card Battler Anime, you know the one I'm talking about... the intro, the way the characters talk when playing their hands, all really charming.
On the gameplay side, the game is solid, at the start of the battle you draw 3 cards, and then get 1 more each turn. Sadly, the cards drawn are fixed each time, so while the mood and presentations scream card battler, the gameplay goes more into puzzle territory with this... being honest I should have notice it wasn't random when the enemies had so context sensitive dialogue for their cards combos.
Also, there is no way of telling what a moster is gonna be like before you summon it, so you have to just try and see if it was a good pick, on the other hand effect cards give you a little explanation of what they are gonna do. And talking about those, the idea of combos that promote monsters was awesome.
But a little nitpick, there was no indication that the Orbs take half damage, I lose my first game because I though I could kill it with 2 hits of the Samurai... color me surprised when he only dealt 9 damage and my strategy fell to pieces.
And a little bug, I guess it is a bug, is that when you start the second battle you keep the unused cards from the first battle, so you actually start with 6 cards. Is not game breaking, it actually allows to abuse a bit the system to get alternative starts for battle 2. On that note, I found Battle 2 way easier than the first, Mal kicked my ass with his combo a couple of times until I could set up a proper strategy.
On a final note, the game ended leaving me wanting more, it really gave a great impresion and set a great mood to play it... and just when I get comfortable it ends, and with a cliffhanger, are you trying to get me hooked on this stuff?
Man, I really liked this entry... I forgive the small gameplay inconveniences because it is really short and it seems clear the focus was in the art and mood direction and both of those were really on point.