Play deck builder
Alloy Alchemical Anarchy Shop - A Deckbuilder Game's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Stealth | #24 | 1.757 | 3.000 |
Play | #32 | 1.854 | 3.167 |
Novelty | #33 | 1.952 | 3.333 |
Kink | #36 | 1.561 | 2.667 |
Harmony | #37 | 1.659 | 2.833 |
Narrative | #37 | 1.073 | 1.833 |
Horny | #38 | 1.269 | 2.167 |
Aesthetic | #38 | 1.073 | 1.833 |
Sound | #38 | 0.683 | 1.167 |
Overall | #38 | 1.431 | 2.444 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Man. That... hurts. haha.
But, hey. I at least tried my damndest, submitted it on time, and made something that others would like to see ported or at least made more accessable.
AAA, or Alloy Alchemical Anarchy was a failure; but a positive one. I was able to see my failures in this game, but also, my successes. I... don't mind that I didn't get first, but getting last... well, that sucks. I... got close in some categories, but overall, the limitation of working in Tabletop Simulator was my ultimate shortcoming, as I misjudged that most people would have a copy.
If I could code, this would have been a more successful title. But unfortunately, it was difficult for me to even get my foot in that door, as it kept pushing me back with setbacks.
Again, thank you to all who playtested, and despite the last place going to AAA... honestly, I don't mind. I had fun making it, and getting to know the Strawberry Jam community. Even if I got dead last, I at least tried.
Thank you to all the commenters, who had advice on how to improve the experience. I think, when I make my next rendition of this game, I think I'll ask for more help than I did, as this was all I could do, and... well, I've noticed that I'm great at making concepts, art, and the like, I'm absolute donkey nuts at coding.
Congrats to the winners, and... well, I hope that next year, I can submit A.A.A II or, the aforementioned A.A.A Deluxe, and have it be playable by all.
I sometimes have a hard time learning tabletop games, and this was my first time using Tabletop Simulator, so it was difficult for me to actually learn how to play. The play mat in the latest version definitely helped--it was not clear to me at first that every player has their own draw pile. I played alone since the game page says it is for "1-4 players," but it really seems to be designed for more than one or two. In a group, I could see the fun arising from the sabotage and defense of the other players, especially since the gem count is visible to everybody. Alone, I could only collect gems and make potions, so there was no real strategy. In a pair, there is only one choice of sabotage target.
If TF is supposed to be a major theme, I was expecting that to have a larger role--more detailed descriptions on the cards, perhaps? As it is, the game is somewhat stealthy, and while I couldn't see a "typical" play group getting much mileage from it, it definitely sounds like it could be a lot of fun in a larger, more interested group, especially as a springboard for storytelling or roleplay.
I apologize! I thought I set the game page to 2-4, but I understand the confusion!
I tried to lean more on 'stealth' instead of blatant kink, as a more challenging thing.
I would personally love to see this card game used in a more tabletop RPG setting, and I appreciate hearing this idea of using it to spur on storytelling! That makes me smile to see folks come up with ideas for this, as it were.
I do eventually plan on making a more elaborate, and cohesive rules document once I'm no longer burnt out on making this game!
Hai! I am trying to figure out and port this into playingcards.io. But given how there's so many cards I have no idea where to start @-@
Is there a rule and component book somewhere that might help me comb down the process?
If you want, I can help with setting that up, no problem. I'd love for it to be easier to play.
This is a great concept, and I think you're on the right track with the execution as well. From what I was able to figure out, poking at the game objects in Tabletop Simulator, I saw a lot of cool stuff. The surprise cards especially are a nice touch. Plus, hey, alchemy! It's a good theme for a (virtual) board game.
I'm not sure I completely figured out the mechanics - that's probably mostly on me, though, since I'm not at all familiar with Tabletop Simulator. You could make the game more accessible to people who have the dumb like me if you include a more comprehensive manual. Maybe a video tutorial with a sample game? I feel like that would've helped me.
I'd love to see a more standalone version of this game, because there's definitely potential here.
I'd be totally down to make a tutorial video on my game! I can indeed make the next update focusing on the manual, and I appreciate you poppin' in to comment.
And, thank you!
Played it with a friend whos is into TF over tabletop simulator. We felt like the idea of transformation was lost on most of the game mechanics and sabotages. The use of the gems for making potions and using cards is flavorful but that same flavor is missing from the rest of the game.
honestly, the main question i have is, did you have fun with it?
maybe i'll improve on it, i do plan on working on it more, but... lets just say, i got burned out on it pretty early on, and couldn't come up with more ideas.
oh, I did have fun! Sorry if I sounded too harsh