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A jam submission

WildcardView game page

Collect rules, not cards in this shamanistic deck builder!
Submitted by calxmarx, Jack | Red Sauce Games — 2 hours, 4 minutes before the deadline
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Wildcard's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#24.1794.179
Concept#44.2864.286
Use of the Limitation#54.2144.214
Enjoyment#74.0714.071
Presentation#84.1434.143

Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
Orphic Dreaming, Calxmarx

Software used
Godot 4.4

Use of the limitation
After each battle, you may select a rule that will change the way the game is played. The way you win, lose, and play the game, are all determined by the rules you collect.

Cookies eaten
3

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Comments

Submitted(+2)

Awesome entry! I love card games and this has a nice twist to it! Keep up the great work!

Developer

Thank you ^.^

Submitted(+1)

Amazing entry! I loved the concept and the execution. The drawings are lovely, and the gameplay is fun.

The only thing that I found “weird” was that choosing a rule was hardly difficult. There was always a rule that was clearly better than the rest. One time I was shown a rule that said “Certain animals can move freely” and another one that said “All animals can move freely”, for example. But that’s just something tiny that could be balanced with more time.

Developer(+1)

Thanks for playing! I'm glad you enjoyed it.

You are right, I think grouping the rules together with other similar power level rules would have been a much better idea ^.^ Ill keep that in mind for my next game jams.

Submitted(+1)

The empty-slot damage mechanic is very interesting, it plays very well with having a shaman on the battlefield that I needed to protect. Very cool entry! 

Developer

Thank you for playing!

Submitted(+1)

Good game. I liked the mechanics with the rules. But I think you need to divide them into categories when choosing a rule: I got two rules for defeat and one for victory. These are essentially two debuffs and one buff, naturally I will choose the rule for victory, a choice without a choice. There is also one point, I think if the enemy comes out of the back row, then he should not attack right away. Because this way the enemy comes out to the shaman, and there is no way to defend himself. The atmosphere turned out cool, the music and sounds are cool. The effects when placing cards are also cool.

Developer(+1)

I think you are correct, if I did it again I would group the rule choices into groups, so after the first fight you would get offered only positive options, then after the second only negative, and then after the next one only new win conditions. That sounds like it makes much more sense and would be more intuitive. 

I made it so that they attack straight away so that you would have to think about whether or not you should kill the front row knowing that you will be hit by the guy behind him. The way I intended for the shaman to be played around was to have him be mobile and moving to the tile that is least threatened, or only to take opportunities to attack directly when it is safe to do so.
You might be right though, and I will do some more experimenting with it ^.^

Thanks for the feedback and advice, I really appreciate it 😊

Submitted

Oh, I didn't understand that it turns out that the shaman can be moved to another place. I tried again, the comment about attacking immediately after moving the enemies forward now makes no sense, because you can move to a place where there are no enemies.

Submitted(+3)

Big fan of Inscryption here and I loved this, I feel like you took inspiration in all the best ways while having a very unique spin on it, like how damaging empty tiles hits the closest card, forcing the player to think about positioning. The rules you attain are super cool and a great take on the limitation, and the art style for this is fantastic. Serious 10/10 on all the design, artistic and mechanic-wise.

There were a few areas that I think were bugs that left me going "Are there secret rules I don't know about?" though, which made me laugh because it would be very fitting for the limitation, but did cause some frustration. Just wanna let you know about them in case you ever plan on continuing with this project (which I think you should! It has a ton of potential in my opinion):

  • The number of souls a card cost would sometimes change randomly after hovering over it
  • The "keep half your souls" rule doesn't seem to fully work, or at least, I thought so until I noticed I did keep half of them and then lost a bunch (but not all) as soon as my Shaman got automatically placed down. Perhaps the Shaman has a cost associated? If so, it's not really clear to the player and it does make that rule a lot worse than it seems on paper.
  • Because of the last bug I thought I was totally screwed on a run, but I actually got saved by another bug (?) lol Enemies don't seem to actually do as much damage as their card says, I got swarmed by a pack of bears but then they all only did one damage. But then later on, the same bear did 4 damage! I wasn't sure if this was a bug or if there's some secret defense stat going on, but if it is intentional a bit more clarity would be nice for players to see.

As the programmer of our submission, I mean all of those notes as constructive and areas for your programmer to take a look at if you plan on updating the game, since I know just how easy it is for bugs to slip through the cracks when there's only a week. Overall though, you guys cooked with this. Super impressive how much you put into this and how fun and smooth everything does feel considering it was all done in a week.

Developer(+1)

First of all, thank you so much for playing and letting me know all the problems you found, it was super helpful for me and I have just fixed them (I will upload the patched version after the jam).

The souls cost changing was actually the number ticking up to its final value, I thought it might add polish but looking at it now I agree that it is confusing and should remain static.

You are right that the shaman has a cost that was paid as he was played (this is a bug, as he wasn't supposed to), which was also covering up another bug that you always kept all remains after combat, which made me miss that bug too haha. This ALSO caused the half souls rule not to work because it never did the check to delete all your souls in the first place, so this was a bug goldmine haha 😅

With the last bug, were the bears hitting you directly or were they doing 1 damage to you via hitting an empty tile? Because I intentionally made it so hitting an empty tile only does 1 damage to the nearest card to avoid the player getting blown up so much haha.
If it was this do you think that it is more intuitive if the card does full damage to the closest card on the board?

I didn't take any of this feedback as being negative, there is nothing that I love more than getting real feedback about what I need to fix and pay closer attention to in future jams.

Thank you for playing and enjoying our game ^.^


Submitted(+1)

Oh man, I feel your pain with that bug goldmine 😭 It's a blessing you were able to spot the source of it all tho!!

I do think that for the cards it should probably be static, or maybe you could have it tick up a little faster? It is a cool effect, and I noticed it on the count for how many souls you have and really liked it there!

For that last one, yknow what, that's completely my bad LOL It was definitely the bears just hitting empty spaces. I had read the rule about hitting empty spaces damaging the nearest person but just completely brushed over the "1 damage" part for some reason. I would say it's good the way it is, I would've gotten completely nuked right at the start of that fight if they did full damage, and most people probably didn't have that confusion because they properly read the rule unlike me 😂

Developer

Scratch that, this game jam's rules allows mid jam updates, so all the bugs you have found should be fixed now 😋

Submitted(+1)

Oh hell yeah!! That's great news for me as well! I'll give Wildcard another run tonight and see if I can manage to win this time :D

Submitted(+2)

This game is conceptually solid. Deck-builders need a gimmick to stand out and the idea of stacking rule modifiers during gameplay is a cool one. Being able to choose them gives a lot of player choice which is fantastic, though I do worry that some of the rules are far and away great while others are clearly inferior. I don't want to nitpick this point too much though as this kind of thing can be solved with lots of playtesting on a larger project. Specifically though, it seems strange to take negative modifiers towards the shaman early on when you only have to fight them in the last battle.

I also love the aesthetics. Inscryption is a favorite of mine and there was a lot of that in here while having its own charm. The art direction of using these sort of vague spirit silhouettes of the animals is cool and I was a big fan of the sound effects for all of the animals throughout.

Another satisfying element was reading the name of each area and parsing out what you might face. I felt really smart when "foxes chasing rabbits" ended up being a couple rows of rabbits followed by a row of foxes. This is something that, once you experience it, you know for next time, but the ability to predict on the first playthrough is very satisfying.

Overall, really well-executed card battler. I can see this expanding into a feature-full game and being incredibly fun. Great submission!!

Developer

Yeh I agree with you that it is a bit strange to offer negative rules.

I was originally planning to have two faced rules that would have a positive and a negative, like shamans have half health and double damage or something like that, but I made some design decisions early that locked me out of doing that haha.
I also just added the obvious negative ones in to show to the player that not all of the rules are going to benefit them and they will have to think about the consequences of what they choose.
For example you would think that the one that gives ants +1 damage whenever an ant is played is really good for you, until you realise that the weak ant nest level is now way harder with the modifier.

All of this might be cope though and I should have only only put in positive modifiers 😅

Thank you for playing and leaving a thoughtful comment ^.^

Submitted(+1)

What a gem! The simplicity of the game and unique art style drew me in and I kept playing for discovering more rules. It feels very well thought out and plays smoothly. The little animations and visual effects are so well placed that they're not getting in the way but support the gameplay and atmosphere in a very subtle way. So far, among the submissions I enjoyed playing the most for sure. 

One question:  The card stack in the bottom left was moving when I hovered it, but I couldn't figure out what to do with it. Am I missing something?

Developer(+1)

Thank you so much for playing!
I'm glad that you enjoyed the game so much, I put a lot of effort into subtle animations and transitions, so I'm glad that came across ^.^

No you aren't missing anything. Originally your deck was going to be a fixed number of cards and clicking it would show what cards are left, but I ended up making it so you just have infinite cards, and the animation stuck around so its just a vestigial hovering animation 😋
I probably should have gotten rid of it though, as it does feel like its signalling some kind of interaction.