Cool and creative game, I learn a few new words :D
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Vicious Verses's itch.io pageJudge feedback
Judge feedback is anonymous.
- Playability - I didn't expect a profanity filter setting but its a welcome one. - Clicking through dialogue is acceptable. It's clear who is talking, playing cards is easy. - Good story introduction, very clear what was going on. Theme Implementation - Really love the theme and the gameplay. Bigot being such a strong card is hilarious. A deck builder about constructing phrases is novel and I can see this having a lot of potential if you choose to take it further. Cleverness - It's hard to tell if the cards have different effects other than being a noun or a verb and doing an amount of damage. The categories are not explained. That said, I can easily imagine the possibilities this system has to offer after receiving some polish and legwork. Artistic Style - You used Arial, Unity's default font, for nearly everything! I understand you prioritized using a sans serif font for legibility, however in the future leave that as an accessibility setting players can toggle if they're having a hard time. Font plays a big part in aesthetic, especially in a word focused game like this. - You should show numbers for player and enemy health. It's also unclear what the blue bar is and what affects it. The end turn button should probably highlight and increase opacity once the verse is filled. - Some UI improvements, I'd recommend having greater information priority for the Type and Damage. It's also unclear if categories contribute any bonuses when used during particular parts of an insult. In card games, UI tends to be much more important than usual as it's the majority of what the player will be interacting with. You've got a lot of good style going on, try pushing it further and looking into animation and UX polish. Perhaps you can click and drag cards, hover them over certain parts of the sentence. Perhaps doing so, categories light up if its relevant. You're likely familiar with Balatro and Slay the Spire, but they're excellent examples for how you can juice up your game feel. However, the game structure of Potionomics is the reference I'd recommend checking out the most in relation to your game. All in all impressive work and I encourage you to take this further! Though, now that you're no longer time-crunched I'd recommend figuring out a less cliche plot/writing and refactoring the card/hand UI/UX.
Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1upwAPBAE3jjRsr2BbMqJ6ru215qnOGwpOAc3sGeqqxg/edit?tab=t.0
Have you checked that your GDD is publicly accessible ?
Yes!
Is your game set to public on itch.io so we can see it?
Yes!
Summarise your game!
Bard learns new words to fight madlibs style against enemies
Please explain how your game fits the theme:
What is better than a bard who becomes stronger by learning new words to sling insults


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