Cool concept, the voice line sound started to hurt my ears only a couple minutes into the game, I couldn't find a way to mute it. I'm not sure if I misunderstood a mechanic. however, after 5 or so battles I could no longer interact with my cards while in a battle, the only thing I could interact with was the end turn button, leaving me unable to merge or play cards from my hand.
This game is FANTASTIC! The art, the gameplay, the ideas. I love them all. I have a deep love for card games and I was able to pick up on this one pretty quick. I made it all the way to what I believe to be the final boss on normal mode. All the gushing aside though, there was something that confused me a little and I am not sure if I just missed something but I created an 8A 1C card (used a and c because I can't make a sword and coin) in most combat when I would draw the 8A 1C it would destroy the opponent, which made sense. I would shoot the gap wherever they NPC didn't place a card and just chump block or just take minimal damage. This didn't seem to work on the bosses though. Is that intentional. It seems like I had to hit them the number of times equal to their health as if each hit was 1 no matter how strong my card was.
That was the only trouble I had though and you may have explained that and I just missed it. Either way VERY fun game and I hope to see more. Sometime you gotta tell me how you did the AI. I have always wanted to build a card game but struggled with the logic behind the AI.
Yes, bosses can only take 1 damage at a time. This is taught to the player when they fight the first boss (unless the tutorial is broken somehow? which might be a possibility, I gotta look into that)
Thanks for playing! I'm currently working on a devlog explaining how I did parts of the game, including the enemy AI :)
This game is awesome. The level of polish and cohesiveness with the graphics is a real achievement, and the gameplay is well thought out and balanced. Runs perfectly for me too. It was awesome that you included such a great tutorial. This is a top 10 game for sure!
The idea of dungeon crawling with cards and card duelists along the way is interesting.
Expanding your deck with a "gift card room" is nice and mixing it so you can have new, and more powerful cards is awesome. I did understand the use of coins to play but never used coins in the outside combat stance, as I thought it was better to keep them.
The general art style of 2d pixels in 3d is style super awesome, and I would like to see the card a little more "artistic" Idk if you understand what I'm trying to say... for now they are nice but too simple compared to their surroundings.
Anyway, I really like the atmosphere and general look of it, GG!
Very well constructed. Interesting to play as well.
It took an exceptionally long time to load, but it ended up being worth it since I’d play it again.
Amazing work, and a great use of the theme! I did encounter one significant bug though - You can KO a fight and still lose. The repro is: 1. Be in a fight where you and the opponent have low (1)hp 2. Set up column 1 so the opponent will deal overflow damage to you 3. Set up the remaining columns so that you land an unblocked attack
The animations play out with you reducing the opponent to zero first, *then* the overflow damage is shown/calculated against you. Once resolved, the game hands you a loss. I lost to the final boss this way.
No this is intended behaviour. Both players die in that case, and if that wasn't the case, you could go to your next battle with 0 health and then lose immediately.
I could make this a valid strategy for the final boss, but that would lead to some kamikaze strategies which I don't really like.
Ah, that stands to reason. In that case, I would recommend animating the overflow damage immediately, rather than having it as a second step (as inscryption does it), since this would have reduced my health to zero first. That, and/or have victory determined as soon as someone reaches zero hearts rather than letting the entire engagement play out.
I'm honestly kinda speechless with this one. The production value is through the roof...
Firstly the graphics and style of the game are amazing. The fau-pixel filter on the 3D is perfect and the limited colour pallete throughout the world and the card scenes are great and really set a fantastic eerie tone.
The narrator/DM who serves as both tutorial and guide is really well done and the pacing of the tutorial gradually explaining features as you unlock them is honestly perfect.
I really don't have anything to criticise about this, I suppose the only thing would be that I wish the card art was a bit more interesting but honestly it doesn't really take away from the world or the gameplay at all.
It feels very inspired by inscryption and shotgun roulette with the sorta gritty / distorted world and "voice" of the narrator while still being it's own creation.
Simply an extremely well polished and brilliant game.
Wow, I love the atmosphere and the inscription vibe of the game! Really well done. Feels very polished and the fights feel balanced and engaging! Love the deckbuilding mechanic. Also nice shading of the environment.
What felt annoying to me, was the noise of the narrator, although the sound has an interesting character, like the narrator was some sort of broken or old machine. I kind of got used to it after the first boss, but it was making it a little hard to get into the game, although the visuals are really immersive.
I also got a bug after I finished the first boss, where I wasn't able to move any cards, in the deck builder as well as in a fight. I was still able to skip my turn, but was unable to play cards. Was this the bug you mentioned?
Game feels very well polished and was quite fun, I did have an issue where I ended up dying because I was unable to put any cards in the left most slot, idk if that’s supposed to work like that, but I was unable to defend against attacks.
I really like the look of the game, but the cards were confusing, and the combine sound should be louder and more satisfying, and unfortunately the 3rd fight the game stopped showing me cards, and I couldn't draw any more it said I had the max of 7 and the enemy stopped attacking me and I couldn't use cards. Also the sound your guide makes is too repetitive, need like 5 times the amount of sound clips for that guy, great work on it though, congrats for getting it submitted
I'm loving inscryption i mean buckshot roullete i mean umblight. No but seriously this is one of those games i want to see get released on steam one day because it's really captivating and addicting. I absolutely love it. The splash screen and cleanliness is better than a lot of games that are paid. For a game jam entry you should be extremely proud. The only things that i didn't like was the fact it's easy to miss what the narrator says, and the cards are really confusing in terms of what they do. The stats should be bigger, and i'm not asking for a big tutorial here, but i have no idea what the shadow shapes on cards are supposed to mean.
Yes I gotta work on the tutorial and icons a bit more. Thanks for your feedback! (it's meant to be a coin, but yeah it doesn't really make sense in that context there)
First thing that I felt in love was the splash screen. It is done so good! Next thing I enjoyed was the options menu but I'll be honest, I got a little bit lost with "Back" button on credits screen. Maybe add more highlight/color to it to increase visibility ? The animation was super in place. The atmosphere, music and sfx are all very well put together. The idea is also interesting. To put it shortly, game executed professionally.
Things that I didn't really like or think could be changed/improved: * Tutorial text placement. I am looking at the mid/bottom screen as its where the cards and "my hand" is and had to constantly look at top of the viewport for the text. Additionally the text merges with everything else. Maybe additional highlight or a separate container would improve it. * The shadow icons on the cards blend with the number too much. Initially I had a strong feeling its "10" shadows (bottom right) but its 1 (shadow icon). Would want them to be more distinguished so I can clearly see what is an icon and what is a number * Nice to have: When choosing a path maybe highlight the "path"/"door" when hovered for cleaner UI/UX ? * When chest opens maybe its better to remove extra click for next item ? all items could appear and on hover you could show what it is.
Overall fun and really polished for a game jam game! Also the art style is just amazing! However I found a couple of bugs, when you die, the tutorial restarts and you get to keep your special cards from the previous run. Also the amount of text in the tutorial can be a bit overwhelming, but this problem is in most card games so what can you really do.
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This game STRESSED me out but it was AMAZING! 10/10 gameplay
Cool concept, the voice line sound started to hurt my ears only a couple minutes into the game, I couldn't find a way to mute it. I'm not sure if I misunderstood a mechanic. however, after 5 or so battles I could no longer interact with my cards while in a battle, the only thing I could interact with was the end turn button, leaving me unable to merge or play cards from my hand.
I'll look into that bug. It has happened to at least 2 people now.
There was a "mute narrator SFX " setting in the settings.
Had the same thing happen as well. occured when I fought in the strange room I had not encountered before
What an interesting game ! I'm not normally a card player but i think I'll come back to try it again later.
Good job !
Doesn't load graphics on my macbook pro, neither Chrome, nor Safari :(
Yes, Godot 4.x games are known to not working on mac sorry
I believe the issue with SharedArrayBuffer was resolved. As you don't need that anymore to publish a game. Check
https://godotengine.org/article/progress-report-web-export-in-4-3/#single-thread...
This game is FANTASTIC! The art, the gameplay, the ideas. I love them all. I have a deep love for card games and I was able to pick up on this one pretty quick. I made it all the way to what I believe to be the final boss on normal mode. All the gushing aside though, there was something that confused me a little and I am not sure if I just missed something but I created an 8A 1C card (used a and c because I can't make a sword and coin) in most combat when I would draw the 8A 1C it would destroy the opponent, which made sense. I would shoot the gap wherever they NPC didn't place a card and just chump block or just take minimal damage. This didn't seem to work on the bosses though. Is that intentional. It seems like I had to hit them the number of times equal to their health as if each hit was 1 no matter how strong my card was.
That was the only trouble I had though and you may have explained that and I just missed it. Either way VERY fun game and I hope to see more. Sometime you gotta tell me how you did the AI. I have always wanted to build a card game but struggled with the logic behind the AI.
Yes, bosses can only take 1 damage at a time. This is taught to the player when they fight the first boss (unless the tutorial is broken somehow? which might be a possibility, I gotta look into that)
Thanks for playing! I'm currently working on a devlog explaining how I did parts of the game, including the enemy AI :)
This game is awesome. The level of polish and cohesiveness with the graphics is a real achievement, and the gameplay is well thought out and balanced. Runs perfectly for me too. It was awesome that you included such a great tutorial. This is a top 10 game for sure!
Thank you! ❤️
Great Job, Is really well polished and love the sound effects.
The idea of dungeon crawling with cards and card duelists along the way is interesting.
Expanding your deck with a "gift card room" is nice and mixing it so you can have new, and more powerful cards is awesome. I did understand the use of coins to play but never used coins in the outside combat stance, as I thought it was better to keep them.
The general art style of 2d pixels in 3d is style super awesome, and I would like to see the card a little more "artistic" Idk if you understand what I'm trying to say... for now they are nice but too simple compared to their surroundings.
Anyway, I really like the atmosphere and general look of it, GG!
For some reason this is the only game I'm getting a black screen :/
I assume you're trying to run this game on ancient hardware, but that's my only guess.
Macbook Pro 2024
Ah then it's because of mac. Godot webgl is known for not running properly on macs.
Very well constructed. Interesting to play as well. It took an exceptionally long time to load, but it ended up being worth it since I’d play it again.
Yeah... the build is like 108mb large.
Thanks for playing!
Amazing work, and a great use of the theme!
I did encounter one significant bug though - You can KO a fight and still lose.
The repro is:
1. Be in a fight where you and the opponent have low (1)hp
2. Set up column 1 so the opponent will deal overflow damage to you
3. Set up the remaining columns so that you land an unblocked attack
The animations play out with you reducing the opponent to zero first, *then* the overflow damage is shown/calculated against you. Once resolved, the game hands you a loss.
I lost to the final boss this way.
No this is intended behaviour. Both players die in that case, and if that wasn't the case, you could go to your next battle with 0 health and then lose immediately.
I could make this a valid strategy for the final boss, but that would lead to some kamikaze strategies which I don't really like.
Thanks for playing until the end!
Ah, that stands to reason. In that case, I would recommend animating the overflow damage immediately, rather than having it as a second step (as inscryption does it), since this would have reduced my health to zero first.
That, and/or have victory determined as soon as someone reaches zero hearts rather than letting the entire engagement play out.
I'm honestly kinda speechless with this one. The production value is through the roof...
Firstly the graphics and style of the game are amazing. The fau-pixel filter on the 3D is perfect and the limited colour pallete throughout the world and the card scenes are great and really set a fantastic eerie tone.
The narrator/DM who serves as both tutorial and guide is really well done and the pacing of the tutorial gradually explaining features as you unlock them is honestly perfect.
I really don't have anything to criticise about this, I suppose the only thing would be that I wish the card art was a bit more interesting but honestly it doesn't really take away from the world or the gameplay at all.
It feels very inspired by inscryption and shotgun roulette with the sorta gritty / distorted world and "voice" of the narrator while still being it's own creation.
Simply an extremely well polished and brilliant game.
Wow, I love the atmosphere and the inscription vibe of the game! Really well done. Feels very polished and the fights feel balanced and engaging! Love the deckbuilding mechanic. Also nice shading of the environment.
What felt annoying to me, was the noise of the narrator, although the sound has an interesting character, like the narrator was some sort of broken or old machine. I kind of got used to it after the first boss, but it was making it a little hard to get into the game, although the visuals are really immersive.
I also got a bug after I finished the first boss, where I wasn't able to move any cards, in the deck builder as well as in a fight. I was still able to skip my turn, but was unable to play cards. Was this the bug you mentioned?
All in all really nice game and impressive work!
No that's a different bug that happened to someone else as well. I really need to look into it. Thanks for the feedback.
Game feels very well polished and was quite fun, I did have an issue where I ended up dying because I was unable to put any cards in the left most slot, idk if that’s supposed to work like that, but I was unable to defend against attacks.
Yes that is a known bug. I couldn't fix it in time as it's really hard to debug.
I really like the look of the game, but the cards were confusing, and the combine sound should be louder and more satisfying, and unfortunately the 3rd fight the game stopped showing me cards, and I couldn't draw any more it said I had the max of 7 and the enemy stopped attacking me and I couldn't use cards. Also the sound your guide makes is too repetitive, need like 5 times the amount of sound clips for that guy, great work on it though, congrats for getting it submitted
That's a weird bug I've never had before. I'll adjust the sounds, thanks for your feedback!
Man, this game is amazing. It's surreal how much you pumped into it
I played with the woosh sound for like 5 mins straight
First impressions really do matter. Thanks for playing! ❤️
I'm loving
inscryptioni meanbuckshot roulletei mean umblight. No but seriously this is one of those games i want to see get released on steam one day because it's really captivating and addicting. I absolutely love it. The splash screen and cleanliness is better than a lot of games that are paid. For a game jam entry you should be extremely proud. The only things that i didn't like was the fact it's easy to miss what the narrator says, and the cards are really confusing in terms of what they do. The stats should be bigger, and i'm not asking for a big tutorial here, but i have no idea what the shadow shapes on cards are supposed to mean.Yes I gotta work on the tutorial and icons a bit more. Thanks for your feedback!
(it's meant to be a coin, but yeah it doesn't really make sense in that context there)
for being made in 2 weeks, this game feels incredibly polished, and I really liked the vibe! Really feeling the Inscryption inspo here. well done!
❤️
First thing that I felt in love was the splash screen. It is done so good! Next thing I enjoyed was the options menu but I'll be honest, I got a little bit lost with "Back" button on credits screen. Maybe add more highlight/color to it to increase visibility ? The animation was super in place. The atmosphere, music and sfx are all very well put together. The idea is also interesting. To put it shortly, game executed professionally.
Things that I didn't really like or think could be changed/improved:
* Tutorial text placement. I am looking at the mid/bottom screen as its where the cards and "my hand" is and had to constantly look at top of the viewport for the text. Additionally the text merges with everything else. Maybe additional highlight or a separate container would improve it.
* The shadow icons on the cards blend with the number too much. Initially I had a strong feeling its "10" shadows (bottom right) but its 1 (shadow icon). Would want them to be more distinguished so I can clearly see what is an icon and what is a number
* Nice to have: When choosing a path maybe highlight the "path"/"door" when hovered for cleaner UI/UX ?
* When chest opens maybe its better to remove extra click for next item ? all items could appear and on hover you could show what it is.
Thanks for the feedback, I'll add these to the list of improvements for the full release.
Overall fun and really polished for a game jam game! Also the art style is just amazing! However I found a couple of bugs, when you die, the tutorial restarts and you get to keep your special cards from the previous run. Also the amount of text in the tutorial can be a bit overwhelming, but this problem is in most card games so what can you really do.
Really great stuff!
I'll look into that. Thanks for letting me know!
Very cool game, and setting is just amazing ^^
❤️