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When gamedevs try to do something novel with a card battler, there's always the risk that they mix mechanics improperly or overwhelming the player with information. Not you though. This game was very comprehensive.

You wrote that you didn't achieve your original vision but from what I was able to pick up, almost everyone in this game jam went through something similar and therefore they'll judge your game fairly considering the time constraints and the unfamiliarity with certain aspects of gamedev.

Thus, considering the time constraints and your unfamiliarity with certain aspects of gamedev: Good job on this game! I certainly  liked it.

One nitpick though: I wish the block did more, like actually preventing damage after you attack, or a brief stun. Rarely was I able to line enemies up for a cleave but most of the time it just did a little knockback and a second later we were back to status quo.

Wow thank you for your high praises! It certainly gave me the courage to keep pushing forward.

I agree that the current designs of the moves and the enemies are very basic and somewhat uninspired. For 95% of the duration of development, I only have the attack lol. I always believe that a game jam is truly a mini version of “the real thing”. It has taught me some important lessons about structuring my development so that I can actually put out a game within my lifetime haha.

Thank you for the helpful suggestion, I will be trying a lot of new things in the coming months.