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A jam submission

Miss Me With ThatView game page

You're the sword, but you hate the hero. Annoy him to get traded to freedom.
Submitted by Manoxide Games — 1 minute, 11 seconds before the deadline
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Miss Me With That's itch.io page

Judge feedback

Judge feedback is anonymous.

  • Very detailed and well made GDD. The mechanics of the game were simple to understand and gameplay was smooth, however, at least for me, it seemed like the gold mechanic was bugged as I could just buff my sword and hero endlessly through endless shuffling. I also would of loved to see a level progression meter. 1 other issue I found was that large hand sizes become quite jarring to navigate through. Level 3 seemed to be infinite, as I couldn't reach its end (the level became empty of enemies and my char just kept on walking and walking). The mechanic of the cards is interesting and worked well with the idea of the game (minus the endless shuffling bug). Overall, this game has a lot of potential, with a bit more depth to certain mechanics and polish of the bugs, this game would of been a real contender.

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1Hq7zW4zx_ediiFExFnTMZ6IGH8Qak9xFs3HaPnE6600/edit

Have you checked that your GDD is publicly accessible ?
Yes - checked in incognito

Is your game set to public on itch.io so we can see it?
Yes

Summarise your game!
An auto-battler mixed with a deck based strategy game where you must ensure the hero has enough health and deals enough damage to complete all levels, all while you are trying to annoy the hero enough that he trades you.
An interesting twist where your goal isn't just to get stronger and stronger

Please explain how your game fits the theme:
The player performs actions as the weapon of the hero who is battling; however you don't like this hero and your ultimate goal is to be traded away from them. You can help them by increasing health, damage, performing crits, but you can also annoy the hero by causing attacks to miss, dealing low damage, or getting stuck for a few seconds.

Is there anything you'd like the judges to pay particular attention to?
The card logic is the most technical part of the game imo so a bit of work went into designing how that works and could be balanced to be fun, with good pacing, but also force the player to make tough decisions i.e. I don't want to play this negative card, but I need to in order to progress, or this isn't the best time.

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Comments

Submitted(+1)

The structure and concept are really cool. I could see this being a full game with a few bugs ironed out. A little more feedback for the card use would also be helpful, as I couldn't always tell if it was working? It was still fun though, and the visuals suited the game style perfectly!

Developer(+1)

Thanks for the feedback, and good idea for the feedback.

I'll be sure to let you know when I do get it to a more polished/full game state 👍

Submitted(+1)

Very interesting idea! The deck and card mechanics are actually very nice and are a really nice start to where you could take this. Some suggestions: 

1) when you use a card, discard it instead of graying it out. 

2) When you have too many cards in your hand you can't read all of what the cards say, so would be nice if the hovered card stood out a bit more. 

3) Some feedback when you play a card would be nice because right now you click to use a card and you can't really tell anything different is happening

Great job, keep building it!

Developer(+1)

Thanks for the feedback and good ideas.
The used card system and the hand size when you have too many cards has been a bit of a painpoint so I'll look at improving those.