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(+2)


I love how some random enemy is named " Rattlesnake Jake " but the actual snake boss which is basically Jake from Rango is named something else.

PEAK

As someone who's not that into card games, I have to say that this was an extremely interesting take on a deckbuilder. Atleast as far as I know, I've never seen anything like this. I love how the game really requires quick thinking and improvisation. I know most deckbuilders also require that sort of thing, but the added element of needing to shoot cards as fast as you can definitely adds another layer of strategy here.

I also love how the order in which you shoot the cards matters.
i.e If you're shooting a blue card, you really need to shoot it either first or maybe in between, whereas there wouldn't really any point to shooting it last.
One major issue I had was that I didn't really need to change my strategy much when it came to the various encounters. I usually always shot the blue armour cards first and then went for damage, only occasionally going for health if required. I'm also not entirely sure if this was intended, but there were a number of times where some cards effectively spawned on top of other cards, almost to the point that I couldn't really shoot them

The horse section definitely seemed and felt unfinished, but I'll let that be since it seems more like a product of overscoping than anything else. Though I wasn't exactly sure what the tumbleweeds were doing since they didn't seem to take from my health.

All that said, I'd say y'all definitely made something cool here. Great work and kudos to the whole team.

(+1)

I'm a big Rango and Rattle Snake Jake fan, and mentioned to my team mates that I'd love to add a rattle snake card (which we didn't have time for), and then the next day one of my team mates gave the jankiest character we had the name of Rattle Snake Jake XD

You're very right about not having to change tactics all that much, we started adding ways to prevent that, i.e. the Snake in my Boot card sets the enemy's block/luck to 0, and the bloody horse shoe doing damage based on how much luck/block the player that shoots it have, in Quiet Quin and Dead Arm Dick deck's, but I in this version I almost always use the same strategy, we're for sure going to change that.

The cards overlapping was something that we saw very early in the jam, but seemed like a low priority issue, given that there was so much core functionality to add, but its definitely something we need to address (whether we should fix it, or provide power ups that stop it from happening).

The tumble weeds, haha yes, we've gotten a number of comments about those, they do nothing. Initially we said that if you shoot them you should earn money, but then decided that that doesn't make sense, then said they should damage you, but then decided that that would be annoying, then the idea was floated that they should put another dud tumbleweed card into your deck if it hits you, but by then we had run out of time.

The horse riding was also meant to be much larger, but as all game jams go, we ran out of time.

Thanks for playing our game