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Thanks a lot for playtesting this game! It brought me lot of thoughts actually.

But one thing first, as far as I know, there is no AI generated content in the game currently. The graphics are Stcok Art, if I correctly remember I have taken them all from freepik.com website.

Not the first time however, one streamer played this games even earlier version and in the audinece there was one guy very loudly chatting "Get this AI Crap out of here!", which basically shows that fight against AI art is futile as people dont even recognise AI art, they just have an idea of it, and had I used AI Art, maybe I hadnt got the compaint at all, but now that I used human stock art, and therefore had limited amount of art to use, it shows such a missmatch between the art pieces, that people think it must be AI. Which actually makes me think that when using temporary art, it is better to use AI art, since you anyway get the complaint, except with well made AI art, they might not notice it as it can easier look more uniform.

Only AI art currently is the Capsule Image in the www.indieplaytestfest.com website, other than that, all is stock art, which I of course cant be sure that someone didnt use AI to create them, but to my understanding Freepik.com does mention when they are AI art, and freepik also has their own AI art generator, which I used for creating that capsule.


I was pretty frustrated when I noticed I had missed such an obvious bug, especially when that bug happened to confuse you greatly.

that "Try Combine 3 Cards" text should have disappeared when you went back to shop from the deck. For some reason it stayed there, which is why it crashed when you clicked on it on the shop side. Cant understand how I missed that myself, even that one was so obvious.

But it was good to see where you got confused, since I thought the first tutorial texts had been clear enough, but they werent, that it took you a while to figure out to get to that "start match", although that is partly fault of that "Try Combine 3 Cards" - option staying there where it shouldnt.

The Goal-button I figured would probably still stay bit confusing even after the tutorial-text, and you basically confirmed it, since that is exactly what happened. The real solution is to work forward and get more stuff there to indicate what is happening to figure out how that works.

But generally speaking your playtest was encouraging, since one of the things that I have been thinking is whether I should simply abandon this project, but based on your comments, I will first of all work this bit more forward still, like adding more of those things that tell what is going on, like, as you yourself mentioned too, one of the first things next in the queue for me was to add a whistle blow when the half-time and match end happens, so make it more clear that something happened. Right now you can see that the clock number goes up and back to zero, but that is quite unnoticeable. With whistle blow indicating half-time it would be much more clear already.

Also going to add some sort of text telling which side won or if it was draw, since that was a good point too. While that was on my to-do list, it wasnt on very high priority, but, when you played and commented that, I realised I should put that to higher spot on the to-do list.

The other thing was your comment about Card Game and sports not being a good combination, for this opened up a new thought I hadnt thought at all, giving new option for this project.

A bit of background first however. I am not sure you are right about the Card Game and Sports not matching together.

The idea for this game came when I realised (or at least thought) there might be a marker for a certain kind of game that dont seem to exist currently.

There is this freeware game from 1993 in Amiga, which this game is inspired from: 

This game is simply that you keep picking cards and trying to find the Goal-cards.

There is also one special card "find goal"-card, in which you have couple of seconds of time to click on all the cards, and if one of those cards you click is a goal card, then it is revealed and you get the goal (this part has not been implemented in my game yet, but I have plan to add this kind of stuff, which I am currently calling Coach Skills, as there would be more than just one of those, and they would be freely activated skills instead of cards).

It seems to me like all the card games are bit heavy card games. That there is no light card game where you would keep turning cards around and see what happens. That basically my Aim is to have "push your luck"-type of game, with less focus on strategy.

I was also thinking that "push your luck" and sports could work together as a combination (not sure about this).

I am not a fan of football myself, I actually dont follow any sports, but funnily, I watch lots of sports movies, and if you give me some card/management game that is sports themed, I am instantly interested, while I have no interested to any of the actual sports games.

As I remembered this Premier Picks game, and I noticed there were even lot of people having fond memories of it, I figured there might be a market for a game of this type. However, Im not sure if I was right on that yet, and rather I am more of thinking of possibly abandoning this project.

However, you pointing out about Card games and RPG being more traditional combination, it actually brought me a thgouth that perhaps insteafd of abandoning this, I could use this as a basis for RPG themed card game, since I havent seen lighter, push your luck kind of RPG card game. Especially if there would be overwolrd, and then the battles would be done this way, that could actually be a good combination, so perhaps I try that one instead. Well, we see.

Anyway, thanks a lot from your interview. It was very helpful and made me decide that I should work this game forward at least a bit more still before deciding if to abandon it, that right now it is still in too early stage for people to really see if this game is interesting enough or not.