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Sacrifight's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Music/Sound | #15 | 3.762 | 3.762 |
Technical Implementation | #20 | 3.667 | 3.667 |
Fun/Design | #22 | 3.857 | 3.857 |
Overall | #22 | 3.667 | 3.667 |
Graphics/Animation | #40 | 3.667 | 3.667 |
Theme/Limitation | #48 | 3.381 | 3.381 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game implement the focus, Multi-Use?
Each card has two uses - either take the combat points at face value or sacrifice the card for the passive effects that can influence other cards
Team Size
Solo (1)
Completeness
Complete Game
What tools did your team use to construct the game?
Unity
Which art and audio did you / your team NOT create?
The music - I credited the composer on the game's page and in game
Which art & audio did you / your team create BEFORE the jam started?
None
Which diversifiers did you use, if any?
None
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Comments
The primary loop is very well done, with some interesting strategic decisions. Lots of good game juice, with animation, icons, screen shake, sound effects, etc. Very cool music.
A few suggestions:
-The HUD should show how much damage/healing is being done
-The prompt should indicate which is "use" and which is "sacrifice"--it sounds silly, but I kept having to check, and would occasionally get it wrong.
-With some cards, there is no reason to ever use "sacrifice": e.g., with a LifeSteal 1. This cuts down the amount of strategy when dealt one of those cards.