It's true, our hero is really, really bad at card games. It's almost like his choices are completely random... But since you control what he draws, try putting cards the hero can't play into his opening hand to limit his options. You might be able to force him to play the right card on turn 1 if he only has a single 1-cost card in his hand.
VIII-B
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You're talking about opening gambit - Those are valid points. It would have been nice if we were able to get some basic AI into the game, but when we were getting to the point of designing the boss fights we knew we weren't going to get there. So we built these challenges assuming the player would use card costs to limit what can be played from hand. We definitely could have been clearer that the cards are played randomly (assuming the card's cost can be paid), so I can definitely see how the hero making bad moves could be frustrating. That's legitimately helpful feedback!
If you feel like giving the game another shot I'd love to know if thinking about using card costs to control what can be played from hand helps make the game more enjoyable for you. No worries either way, and thanks again!
Loved the art, and the dialogue was cute! I ran into what I assume is the same bug other people were running into on my first run: my bullets would arc away from the "hero", so I ended up avoided the curve effects and I didn't run into the bug again and was able to win. I feel like I wasn't able to really play with the combos as much since I was trying to avoid that bug, but other than that this is really solid
I love the idea. Being in control of what's normally random is such a fun take on the theme. Overall I think the two biggest things holding this game back is how quickly everything moves (my attention is stretched between the damage the hero is taking, the intensity/epicness of the story, and the options available for each roll) and how little information there is for your choices without a lot of trial and error. I think maybe having a limited number of rerolls per encounter, and having the hero stop between combat (or at least a pause button to consider the options) would be ideal. That way players will have the chance to think about what they want to do. I was eventually able to beat the dragon, but it felt like I was brute-forcing my way through it more than making intentional decisions. The core idea is absolutely solid, it just needs a bit of refining for pacing/gamefeel, which I realize is a result of this being a jam game. Overall I think this has a lot of potential!
I honestly wasn't expecting a MOBA shopkeeping game, and this was pretty cool. I liked being able to easily swap between the map and the shop, I think keeping an eye on the moving inventory added a nice bit of interactivity to the game that forced me to keep checking what was available rather than switching over only when a unit died. It did take me a minute to understand how much gold a unit had and which box on the map was the graveyard vs the shop, but that's probably because I haven't played many MOBAs. Some labels would have been nice to have there, at least. Once I got that figured out though I was able to make better decisions about what to stock in each shop, so when I realized I was at 700g I focused on giving the heros advantages they could afford, and making sure that the villains spent a lot of money on getting more gold.
Overall ended up being a pretty fun game!
Got stuck when the game said there were probably no more bugs, but I'm sure I was missing something. I love these sort of "think outside the box" puzzle games, and the presentation here is really good. Only real criticism is the character felt a little hard to control, which made some of the platforming feel a bit more tedious than challenging. I know that's a hard line to walk in a jam though, and overall I think it was really fun!
Thank you so much! Yeah, we had "update the color of the costs to match how much energy you have" as a checklist item but ended up needing to prioritize a few other things to get it out on time.
As for the complexity, yeah, there's definitely not a lot of time to balance a bunch of cards in 48 hours, so we wanted to focus on making sure each fight was winnable. Still, I struggled to remember the winning combo for the third boss even after making sure you could guarantee a win with the right order lol, so I guess it can get pretty challenging. More fights with a softer difficulty curve would definitely be ideal. And we can't make any promises right now, but if we do expand it we'll make sure to let you know.
Glad you enjoyed it!
Every level added something that surprised me. Even the ants, which I thought were a clone of the dragonflies at first until I realized they forced me out of my strategy of staying along the walls. Really clever, one of my favorite games so far and definitely the best interpretation of Snake I've played in the jam!