Fantastic game !! Art, music, and vibe really make the game for me so no complaints there. Really knocked it out of the park for me. Great work Pookie Games !! Super impressed
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BeatBoomPow's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Graphics | #2 | 4.632 | 4.632 |
| Audio | #2 | 4.070 | 4.070 |
| Accessibility | #3 | 3.737 | 3.737 |
| Overall | #8 | 3.930 | 3.930 |
| Fun | #11 | 4.018 | 4.018 |
| Controls | #12 | 3.982 | 3.982 |
| Originality | #72 | 3.333 | 3.333 |
| Theme | #78 | 3.737 | 3.737 |
Ranked from 57 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.6.1
Theme Interpretation
A card game where players steal from each others' hands after the end of their turns.
Wildcards Used
The first wildcard (description pending)
The second wildcard (description pending)
Discord Username(s)
khloudinnn
GWJ Participation Level
One
Team Size
Two
Comments
I love the art, the music, the gameplay. Everything feels very smooth. How do you have the time to do all of this ?! Awesome game.
Very stylish game, the visuals and the music fit very well together. There were also a surprising number of features you could fit into it, including the minions (loved that). For the most parts, the controls also had a nice and easy flow, but the card placement felt a bit weird, because it seemed to always place the next card into the middle, which was unintuitive when I was working on a combo.
Also, I got stuck on my second playthrough when reaching a Trickster boss. Before that I had a Golem (got minion) and two (three?) Rests. For some reason I cannot play any cards. I hear the sound when I click on them, I can open the deck, I can end my turn, but cannot play cards. Even after I ended my turn without playing any, the issue still remained. Web version.

The game is great !
a bit light on the Theme use. I found the stealing card mechanic a bit accessory.
Well done none the less ! Solid entry
This was really fun, and looked very professional, with a clear and cohesive sense of style, which is impressive, especially given the amount of time you had to make the game! The game loop was also satisfying, to the point where I played for the better part of an hour.
This is a very fun and cool entry. The music and overall vibe is very "snazzy". One problem I had was when finishing the tutorial the I couldn't play any cards and had to just pass my turn for some reason. When I restarted the whole game it was working alright. Well done on building so much in this short time!
Really great entry and an impressive how much you were able to get done! I do agree with some of the other comments about balancing. I feel like my power scales but faster than the enemies do, but that just made it more fun, so not really a bad thing for the jam. If you keep working on it, I think a balance pass would be awesome for post jam. Well done!
Really stylish game It feels really polished Yall did a great job. I was confused on the math of how the cards were equaling out but I read the comment you said below on the math. so my only real nitpick was the cards are worded a bit differently than the outcome I think. but this is easily a game you could sink some time into.
Legit game, i played for some times and really enjoyed the sound, ui and art-style. everything just connect. Awesome job man!
Insanely strong entry! Got really addicted to this one, could be a full release easily!
This is a lot of fun!! Super well polished, very intuitive, the card game makes immediate sense to me - the tutorial did a great job! The fight aspect and the roguelite elements feel wonderful, the map works so well, upgrades are exciting, I love all the character designs and animations, this is just solid all round and I'd love to see an expanded version.
My feedback is minor and focused only on some UX bits that could be brushed up, which you might already be thinking of anyway:
- Take this with a grain of salt, maybe this is just me, but I'd switch "accept" and "decline" around when a minion is offered and make the accept button stand out better. I wanted to accept, but my mind was naturally drawn to the decline button as more accessible, and as I expected the more accessible button to be 'confirm' I lost that minion. I think I expect 'continue/confirm/forward/yes' to be on the right, maybe due to reading direction.
- It would be nice to have an option to cancel out of the 'remove card' option if I end up not wanting to remove one. (that being said, by the time I finished playing , I had a better idea of what I was hoping to do by purging and didn't mind that it committed me to the intention. Since you randomize what cards might be purgeeable I understand that option represents a calculated risk. So scratch that, works great as is.)
- When we get the chance to replace a minion, it would be great to get to hover over the name of the existing minions to be reminded of their effect
- Generally, it would be nice to visualize more when a minion effect jumps into action. I saw it happen once with poison and it was very cool, but it was only after that I put together 'oh, must have been the viper minion' - a little popup animation for them jumping in to aid or something like that would be cool. Similarly, I dropped to below 0 a few times and don't know why I jumped back up again. I finally properly died in round 13 :D
- I realized only later into the game that you can stack the multiplier muscle cards to get multiple multipliers on the same damage card - it made it fairly easy to do 400 damage to some enemies in the first couple rounds. Given the pace of the game that might be fine, but some of the bosses seem underwhelming with taht mechanic in mind, and I don't know if there shouldn't maybe be a cap. I'd at first assumed only the cards right next to each other interact.
This is so so so so cool, I had a lot of fun. And I should really get back to work now :,)
Thank you so much for the great feedback, i will be implementing pretty much all of it when updating the game after the jam, you were especially right about minion effects not showing especially when your health goes to zero, its because you get one more chance for each minion you have. And for the UX bits you are totally right, idk why i flipped the buttons that way too, i didn't get enough time to also think of more upgrades that let you shape your deck better that's why only the purge option is available.
Really appreciate the great feedback, and glad you liked the game. Thanks for playing.
Very unique looking game, and your page presentation looks very professional too. I had some problems with putting down the cards. Sometimes when I put a card at the end it’ll jump back before the last card instead of staying at the end. It was a little annoying since the combo system revolved around card placement. Really good job!
I ended up playing for way too long! This was super fun and polished, and the design is very neat.
Even though the game's unbalanced, I think that's actually a positive for this project. :)
Very polished, beautiful art and sfx all around! Gameplay was great too, sometimes the adding was a bit confusing, I later saw that sucessive '+' cards gives you bonuses, and that is indicated by a '+X' above them.
Just an example on the prints below, I understand why its 95 on the first (2x30 + (10+10+15)) but dont get why its 50 in the second (2x20+(10+10?)). 

Regardless, a lot of fun and an awesome game overall!
thank you, really happy you liked the game, for the scoring of successive blue cards, first card plays at base value, every card of the same value after it plays at 1.5x the value before it including boosts, so 10+10+10+10=40 becomes 10+15+22+33=80 in the first example its 2x(10+15+22) gives 94 but because of rounding some values it becomes 95, for the second one its 2x(10+15) which is 50, hope i explained it well.
Seems like you got inspired by Slay the Spire ;)
Everything is very polished. Art is very good, but I personally had severe problems with the "readability of the cards" and combinations. I struggled with the placement (in the middle), maybe you can highlight where the card will land in between the others.
I didn`t fully grasph the combos, and was more or less wondering sometimes why this combination now makes more dmg, than the other. Or why a heal would not double or tripple and so on.
I am probably just too old ;)
Very good job, very solid entry. If you put in a bit more content, I could see this sell some copys.
Thanks a lot for the thoughtful feedback, I tried to mix Balatro and Slay the Spire somehow while adding the theme of the jam I really appreciate you taking the time to dig into it.
I’ll definitely work on improving card readability, placement clarity, and better explaining combos so they feel more intuitive.








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