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A jam submission

The majestic game of Knights and CultistsView game page

Collectible Card game made for Wowie Jam 2021
Submitted by Spydercrawler — 47 minutes, 24 seconds before the deadline
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The majestic game of Knights and Cultists's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#2363.4663.875
Creativity#2813.4663.875
WOWIE!#3353.1303.500
Sound#5402.6833.000
Topic#5632.7953.125
Visuals#6382.5712.875
Simplicity#6513.0193.375

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Music Source
I got my music from somewhere else, but it from a source under the attribution license. Thus, if you credit the artist for the music, you should be fine. You can find all of the artist information inside the credits of my game.

Credits
Call me Spydercrawler.

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Comments

Submitted

I had a lot of fun. I found that I could win after a couple losses, but it felt close at the end, whether me or the opponent was going to be the first to get out some broken 300x multiplier. Very cool and would love to see a longer version with more complete balancing. 

Submitted

loved the game, found that multiplication cards are broken when put along with high wrath values(can multiply by 15, which gives broken values)

but... even with that, it's super fun.

Submitted

I play a lot of MTG, so this game is right up my alley. Especially later in the game, there's a lot of strategies you can use to win games, whether that be slow and grindy clocks or fast combo descks that stack devotion miles high. I've got a lot of respect for you designing an entire card game over a weekend. I do have some constructive criticism for the game, though:

  • Generally, with card design you don't want 'strictly better' cards; usually in card games rarity is used to distinguish how interesting a card is from a design perspective, so that way decks aren't mile-high stacks of rares, plus it forces you to make tradeoffs when constructing decks (however, I do understand what you're going for here)
  • Playing into the first point, some more diverse strategies or cards that make strategies available would be fun - spells that have a weak initial effect but let you play another spell that turn (trading your own card advantage and value for speed)? Spells that steal enemy bonuses and such for a turn before giving them back twofold or something (risk vs reward)? Draw spells? Discard spells (both forms of card advantage)? There's a lot of ways you can take the card designs while still keeping the base gameplay of slapping together bonuses and multipliers to power out huge effects
  • The ability to choose from a handful of 'starter decks' with these new strategies in mind as well as the pre-existing ones - maybe keep the current starting deck as the de-facto aggro/combo deck, another deck that uses Wraths and Prayer Bells with Assualts to be the control deck, some decks using the card ideas I mentioned above - that way, people can get a glimpse of the actual depth of what you have going on here and can start trading into more interesting sub-strategies or more powerful iterations of their current strategy
Developer(+1)

Thank you for writing such an in-depth review of my game! I have also played a lot of card games, so I certainly understand where many of these points are coming from.

If I was going for a normal, scalable, card game, I probably wouldn't use 'strictly better' cards, like you said. In this case, though, I had to use them both to simplify the design process to meet time constraints, as well as to ensure that enemy decks are better than the player deck. If the enemies did not have better decks than the player, then the player would never die and see the deck editing screen, which I didn't really want. So, I had to make some cards that were, frankly, overpowered to ensure the player died at least once.

I also wish I could have had more diverse cards and strategies. Once again, this came down to time. It is much easier to balance the strategies in a short period of time when the strategies are fairly simple. If I had more time, though, I would probably add card draw, and less powerful cards that don't end the turn. I think your recommendations are all really solid. I might make a post game jam version that adds this stuff, honestly.

I should have added starter decks. I considered it, but decided against it at the time. Once again, I think this is something that I should add in a post jam version of the game. The wrath/bell/assault deck honestly sounds really neat! 

Once again, thanks for the review. It's given me a lot to think about.

Submitted

Operating under the assumption that I should be aiming to die, I found it rather trivial and amounting to a time grind. Otherwise, I don't know how this fits the theme, although I noticed after I died I gained a new card. Although I also had trouble seeing the effects of my cards in play especially the one that gave me the option to use more cards or something. Probably much more fun if I was trying to win lol but then, again not too sure how well it would fit the theme.