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Chard
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Hi everyone!
We’ve just made Snap Jack public on itch.io after coming 5th in the Indie Game Clinic COLLAB JAM ’26.
Play here: https://chardigan.itch.io/snap-jack
Snap Jack is a fast, mouse-only arcade card game inspired by Snap. You owe a debt to the Devil, and the only way out is to spot matching cards anywhere on the table, draw a connection between them, and claim the pile before your opponents snap it away from you.

It starts simple, then gets much more chaotic as more players, more cards, and faster turns are added. The game is currently a free browser prototype and takes around 20-30 minutes to play through.
This version is a post-jam update based on player feedback. We’ve tightened up the early tutorial pacing, made the later table pacing smoother, added animated chip rewards, and added a score/results screen so the run has a clearer sense of progression.
I’d love to hear what people think, especially around usability, pacing and whether the core “spot a match, draw the snap” interaction stays readable once the table gets crowded.
Thanks for taking a look!
yeah that’s a good call!
There’s a Snap on space bar which is still in the game from a previous iteration, which if you press at the wrong time results in forfeiting the cards in-front of you.
However I never found a suitable failure state for the drawing behaviour whilst still maintaining the player’s intent.
I love it, very french! It feels like you've taken the concept of Wilmots warehouse and remixed it in an interesting way. I could very much see this being a full game on the Switch!
I found all of the mime drawings to be quite clear in their communication of the activity!
Some of the items sprites were not very clear on the shelf. I think there was a videotape? I think the cigarettes were also not so clear.
Also there appears to be a rendering issue with your sprites, perhaps they were drawn too high resolution and not compressed?
I would like to see more characters - in a classic shop sim style, they're waiting for you to find the thing, they get ticked off if you're slow, they leave once they get it, etc.
The only setting which this game truly makes sense for me - is if the patron is blocked from entering the shop, then we are sent into the shop, or the back rooms to find the item. Otherwise they would be like an old lady customer who can't find anything and asks at the till, or a gas station late at night where the customers physically can't enter.
I completed the game, really enjoyed my time, very charming.
It's just missing background art and consistency (of the whole screen). I like your artwork and I think the sprites on show are cohesive together. I'm not suggesting you switch to an asset pack... But if you look at Tiny Swords, you can see how it all ties nicely together https://pixelfrog-assets.itch.io/tiny-swords
I love the affordances in the design, such as merging the goos. I also love how intuitive it is when one input has multiple actions. It gives the game a sense of wonder "what happens if I try smash this thing?" Although the early game is quite a challenge, it feels fair and encourages you to try stuff!
I really like this genre of game, I've spent a lot of time in Archero and Vampire survivors. Unfortunately it's just a little too unpolished in it's current state. The balance is off and the character is too tall. But with some polish on the game feel you've got something really promising here. It's just a shame it's quite derivative.
I'm surprised I'm getting performance issues because the game itself is quite simple visually. It also took a very long time to load which is unusual for a browser game, I thought perhaps it was broken.
It's one of those ideas that is so pure I'm shocked I've never seen it before. Combining scooker with an environment. Amazing!
It got a bit tricky for me early on when I had a blue and pink ball to manage simultaneously, we kept getting stuck in the room at the bottom. Perhaps close the door after I leave it?
Not for me, I liked the sliding block puzzle but felt it could've been integrated into the world a bit more seamlessly. You could also have provided a simpler puzzle before jumping into a 4x4. I had no idea my character could jump 3 blocks high yet, so I was going in a bit blind.
I kept falling in the first level with the 2nd moving platform. I quit out, sorry!
Very nice! It's drawing from crazy taxi or dredge. The goals are clearly communicated and the map helps a lot.
The visuals, game feel, etc are all really well executed.
The game struggled with differentiation between areas of the map. If I were to play a longer game of this, I would hope for some more visual variety, so I could recall and navigate to areas I'd seen before.
The game was lacking in challenge - until I got to the yellow girl I didn't realise I had lives or a timer. If you added more missions it'd be great to see more like that.
However, the clown had great communication of place, so it was very clear where he lived, I was able to remember and return back to it.
In a larger game I think you could add a bit of variety to the missions, such as deliveries of goods to multiple people. Finding lost children around the map. Races. Steering challenges. All the things you'd expect to find in an open world nintendo sports game.
yeah I’m thinking the same. I’ll make a more interactive tutorial after the jam.
I had a lot of feedback about the main game being too fast which is why I ramped it up slowly through the two starter tables. And I reduced the number of cards to make sure we got through fairly quickly, but RNG can throw that off.
thanks for the feedback!
You could, for example, pick up a block by it's tip, then the weight of that block vs where your pivot point is would make it rotate to a more vertical position.
Also I appreciate that you have the little cone to help demonstrate where the object is in 3d space, but perhaps a more explicit drop shadow / blob shadow would help line things up easier.










