oh my god john horse played my game??
I did it. I'm complete as a game dev. I can finally retire!!
My first fight was against a leach with no upgrades. That one fight by itself took 15 minutes. John Deckbuilder does not approve 😠
Anyways the idea is pretty good but I'm not a big fan of gambling deckbuilders. There's way too much RNG most of the time so it feels like an auto scroller without much strategy and that applies here too. Just adding more options for the player to do while its their turn usually helps with this problem; stuff like consumables, being able to draw additional cards from your deck, discarding, replacing, rerolling etc.
Not being able to see the enemy's attacks while its my turn is kinda a bummer although even if I knew, I couldn't really do anything against them since it's all just RNG again. A cool idea could be to have a way to modify the enemy's rolls or ability ranges.
I played till the start of 2/3. Overall still a cool little game!
Welp I don't have much to yap about. It's a very cute idea!
The only thing I can bring up is not really an issue I guess? It's just that the solution to every level is to make a wheel; but that's part of the core idea of the game and I'm not really sure what you could do against that.
Maybe making the shape "flatter" makes it more slippery? (idk how you would even code that in xd)
Or maybe you can control the rotation of the biscuit like a motorized wheel and then you need to eat the shape in a different way to be able to cross each level? (more puzzle game-y)
But again, this "issue" doesn't really take away from the game and having different shapes for the biscuits helps counteract it a little bit.
My only criticism is that I cannot see my deck which is a really important part of deckbuilders since I need to know what I have to be able to make descisions. At the start of the game it felt like something was adding new cards to my deck that I didn't add myself because of this and I'll never know if that was the case or it was just part of the starting deck.
Holding onto cards for later is a really cool idea!
Thank you Kelvin, I'll make great use of this feedback later :)
About the deckbuilding: It's one of those genres where I get to do a lot of backend work and systems design which I enjoy the most when it comes to gamedev. It's also usually easy to add more content to without it being very art heavy, which is the sort of things I need as a solo dev. Alongside that, deckbuilders usually have a lot of opportunities for reusing assets, and I don't need to create a polished player controller, unlike for the majority of other genres (though this depends on the game again).
Hi there, I saw that you were giving some really detailed feedback to other folks, and I really appriciate that! ❤️
So here's some of my thoughts about your game as a thank you for your work.
Not too sure what else to say. I could go on a rant about stuff you can obviously tell about the game, like the use of premade assets, or missing a bunch of polish here and there, but I feel like making a polished and complete game wasn't the primary goal for you, and for what it is currently, it's a nice project.
Managed to "beat" the game first try and I felt like I had solved the game after the first few rounds as I got a pretty simple but effective strategy down early on.
Very unfortunate that many of the ducks you gamble for are just direct upgrades of the regular yellow duck, but otherwise it was pretty fun. I think the whole duck battling has more potential, just needs some more variety and different abilites.
I stopped playing after the second day, since there doesn't seem to be much incentive to keep going.
There isn't a score counter or a counter that shows how many customers I served during gameplay, there isn't an incentive to serve multiple customers since so many keep coming, and they seem to be happy waiting for the rest of the day.
I don't even really know why I'm serving these customers?
I managed to create a setup that lets me bake a ton of biscuits really fast and also traps the mouse most of the time, and after that the game just became a repetition-fest unfortunately. Definitely needs more chaos outside of the player's control and variety.
The rat was a good start, but unfortunately it's way too easy to deal with. Letting it lit up the tables would be a nice twist though, since then the player would be forced to use the extinguisher, which "heals" the rat at the same time.
Greg gettin shot is what I needed in my life ❤️
Anyways I didn't really understand the "gain another turn" part of the polarity switcher. A lot of times I also felt like the turn should have lasted longer (?). I'm genuinely confused about many of the mechanics of this game since they aren't explained well enough, even with the descriptions.
Some sort of a puzzle based tutorial would be very helpful if you end up expanding on the idea in the future, or planning on making a similar game.
Not really knowing the turn order or the exact cards of Greg, the game genuinely felt like gambling. In my winning attempt I pretty much just spammed anything with damage in the description and that made me win.
I definitely see the vision in the game and I'd love to see you expand on it a bit more post-jam!
The game just needs better onboarding and it'll be epic.
Hi rube, I see card game, I must play card game
I know this is very clearly a prototype, as you said in the description, so I'll try giving some feedback based on that: