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A jam submission

Dungeon Card SlingerView game page

A Real Time Combat Roguelike Card Game
Submitted by Lestavol
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Dungeon Card Slinger's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#1853.7893.789
Overall#2643.5913.591
Presentation#3113.6493.649
Fun#3173.3333.333

Ranked from 57 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Preferred Name
Lestavol

Newbie?

Experienced

Nope - I've completed at least one game jam before.

How does your game fit the theme?
P/S: Please read the tutorial in the game description page.

I suppose it has to do more with my growth as a gamedev rather than the game itself. For the longest time I have always put off making UI for projects I've worked on, so this jam I challenge myself to build an entirely UI-based game.

While the final submission didn't deliver my original vision I had for the game, this was an idea that really excites me, so I hope you had fun playing it and give me feedback so I can improve upon it. Guess you can say I'm "just getting started" after all!

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Comments

Viewing comments 47 to 41 of 47Next pageLast page
Submitted(+1)

I really love a good autobattler. Final Fantasy 12 is my favorite game for a reason. I really like this!

Unfortunately my game broke and I got stuck in an empty level unable to do anything. 

I adore the card UI although its a bit off the screen and I can't read the descriptions.

Great game overall, I'd love to see where this goes if you choose to expand upon it!

<3

Developer(+1)

Thank you for trying it out!

It was truly a mistake on my part that the replay button didn't work properly and send players to a test scene that were not meant to be player-facing, instead of sending them back to the correct level.

I meant for the cards to be a little off-screen for real-time gameplay but you can pause the game with right-clicking anywhere else that's not the card on the screen to bring up full visuals of the cards. I should totally have put in a tutorial for everything in the game.

I'm also really sorry that I wasn't able to play and rate your game before the end of the rating period, but I'll go try it out and leave a comment on it!

Submitted(+1)

Oh don't sweat it! I'm just happy you're willing to give it a try!

My problems were very minor haha. Great game overall man! <3

Submitted(+1)

Seems we both attempted to do card UIs that we've never done before and payed the price in terms of how much our vision was realized. Solidarity.

I do like the idea you're going for tho! Seems like it could be a really cool auto-battler! I knocked an enemy outside the map on the final level and couldn't beat it RIP.

I know you're aware of the issues but I'm just stating them so I can present my ideas on how to help with them:

One of the biggest problems currently is the lack of agency the player has on the actual gameplay. That is, I felt like I was just watching things happen. The one obvious one is to have more cards and ways to build out the deck. Another possible idea is to have an "active ability" that either initiates a special attack, gives a buff for a duration, or enhances played cards. My other idea is to replace the automatic card selection with making manual selections that go into a queue. Once in the queue, they will activate in the order that they were put into it. They cannot be reordered or removed once in the queue, so it takes planning to execute the cards you want in the order you want. I can't remember if potions activated immediately or during combat, but would be better to have them activate immediately I think.

Another issue is the UI tends to get in the way (especially for things below the character). The idea I have for this is to make the card area be "sectioned off." Either the bottom or side of the screen (both?). Meanwhile, have the game area its own contained viewing area to where the card UI does not overlap it and then center the character in that area.

Various smaller ideas: attack speed attribute (affects how quickly cards are used during combat). draw speed attribute (how quickly the bar fills to draw card). Draw card on enemy kill (independent of the draw speed bar) .

That's all I can think of at the moment. Looking forward to if you continue working on this idea!

Developer(+1)

Thank you for the detailed reply!

You are absolutely correct that the current version of the game just lacks interactivity. I was too infatuated with building the systems that I didn't design an engaging experience for the actual players, something I kinda regretted now. But I suppose that's the nature of first prototypes so I will absolutely be working on this. Thank you for all the suggestions.

The UI is another beast entirely and yeah, I will be also studying up on it.

I am also interested in seeing how your game developed so let's keep in touch.

Submitted

I too wasted most my time just trying to make the systems work haha.

I'll update my game after August 2nd, but I've added daggers as a two tile activate, and now both horizontal and vertical lines can activate for all weapons. Also added a card that can destroy an enemy tile.

Submitted(+1)

Overall I think it's a very fun and unique idea on a roguelike and auto battler! I think figuring out how the game works and maintaing my little knight was a little overwhelming at first (even after reading the tutorial,) and like many others would appreciate some more visual feedback on moving around the cards. It was a little frustrating that I couldn't neccesarily dictate the timing of my cards so (for example) if an enemy was about to approach and I had a block up, I'd still have to wait for the cooldown and end up getting hit regardless. I'm excited to see if you choose to expand on this game, would love to come back to a more polished version!


Oh and aesthetically very nice :D Very well done!

Developer

Thank you for playing the game!

Your feedback is very valuable to help me develop the idea further. The lack of tutorials and lack of controls is truly a common pain with this version right now. I have a few ideas on new combat systems, which would probably take time but I'm working on UI visual improvements right now. I hope you would consider following the project for updates 馃槉

I'm also really sorry that I wasn't able to play and rate your game before the end of the rating period, but I'll go try it out and leave a comment on it!

Submitted (1 edit) (+1)

the art style was cool, the ui felt a bit overwhelming at first. The game felt engaging until I realized I could beat levels with doing nothing, the main disadvantage was just waiting the  2 seconds or so after the deck was gone and a new deck was made. if you upped the difficulty and made there more stuff to do or think about this game could feel very engaging

Developer

Thank you for playing!

You are absolutely right, it鈥檚 just not that fun to play right now, either you luck out with the deck or it screws you over and you feel like it鈥檚 too restrictive to do anything you want. I think level 4 is kinda challenging, but not that engaging either.

I will absolutely redesign to make it more fun in the future, thank you for the feedback!

Submitted(+1)

level 3 i done with nothing, level 4 I failed with nothing but it was close. so you seem to be right with your assessment

Submitted(+1)

very interesting idea, i think the difficulty could be tuned a bit as currently i didn't really have to do almost anything for the lil guy to clear a level. definitely a really interesting concept that i can see expanded on in many interesting ways

Developer

Thank you for playing. There are many people saying the same thing, so it will be something I will work on for sure.

Just curious, is there anything in particular that you think you would like to see in this game?

Submitted(+1)

I had a lot of fun playing this game. I was really getting into rearranging my cards and seeing my little knight go and fight lol! I can totally see there being even more cards and different types of attacks. Great work!

Developer(+1)

Thank you for playing! Glad you had fun with it!

Submitted (1 edit) (+1)

This game has a surprising amount of depth for an auto-battler with only three card types. At first, I was a little frustrated by the lack of player control, but after a couple tries, I started to really enjoy the strategy of ordering cards in a way that kept me safe while I reshuffled.

Also, the UI is really nice! There's a lot of small details that do a lot to improve clarity - the active card being visually emphasized, the brief red border on taking damage, and the Deck + Discard displays. The only thing that lacks a bit of clarity, to me, is the movement of the cards. The cards teleporting to the next position is a little disorienting; I think a simple animation of the card sliding to its next spot would be a lot clearer, and also look cool!

Had a lot of fun with this, great job!

Developer(+1)

Thank you for playing and your detailed suggestion. I鈥檓 glad you had fun with the little amount of strategy the game has to offer right now haha.

I totally agree with the card sliding animations and all the small bits and pieces for the UI to make it more fun to interact with. In fact, the latest update I鈥檓 working on is the sliding for when cards are drawn. The instantaneous movement of the cards is something I really didn鈥檛 like as well.

I鈥檓 really a total amateur on UI designs so I expect it will take me a long time to have something really good but I鈥檒l keep working on it. Thank you for the encouragement!

Viewing comments 47 to 41 of 47Next pageLast page