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Dungeon Card Slinger's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #185 | 3.789 | 3.789 |
| Overall | #264 | 3.591 | 3.591 |
| Presentation | #311 | 3.649 | 3.649 |
| Fun | #317 | 3.333 | 3.333 |
Ranked from 57 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Preferred Name
Lestavol
Newbie?
Nope - I've completed at least one game jam before.
How does your game fit the theme?
P/S: Please read the tutorial in the game description page.
I suppose it has to do more with my growth as a gamedev rather than the game itself. For the longest time I have always put off making UI for projects I've worked on, so this jam I challenge myself to build an entirely UI-based game.
While the final submission didn't deliver my original vision I had for the game, this was an idea that really excites me, so I hope you had fun playing it and give me feedback so I can improve upon it. Guess you can say I'm "just getting started" after all!
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Comments
I really love a good autobattler. Final Fantasy 12 is my favorite game for a reason. I really like this!
Unfortunately my game broke and I got stuck in an empty level unable to do anything.
I adore the card UI although its a bit off the screen and I can't read the descriptions.
Great game overall, I'd love to see where this goes if you choose to expand upon it!
<3
Thank you for trying it out!
It was truly a mistake on my part that the replay button didn't work properly and send players to a test scene that were not meant to be player-facing, instead of sending them back to the correct level.
I meant for the cards to be a little off-screen for real-time gameplay but you can pause the game with right-clicking anywhere else that's not the card on the screen to bring up full visuals of the cards. I should totally have put in a tutorial for everything in the game.
I'm also really sorry that I wasn't able to play and rate your game before the end of the rating period, but I'll go try it out and leave a comment on it!
Oh don't sweat it! I'm just happy you're willing to give it a try!
My problems were very minor haha. Great game overall man! <3
Seems we both attempted to do card UIs that we've never done before and payed the price in terms of how much our vision was realized. Solidarity.
I do like the idea you're going for tho! Seems like it could be a really cool auto-battler! I knocked an enemy outside the map on the final level and couldn't beat it RIP.
I know you're aware of the issues but I'm just stating them so I can present my ideas on how to help with them:
One of the biggest problems currently is the lack of agency the player has on the actual gameplay. That is, I felt like I was just watching things happen. The one obvious one is to have more cards and ways to build out the deck. Another possible idea is to have an "active ability" that either initiates a special attack, gives a buff for a duration, or enhances played cards. My other idea is to replace the automatic card selection with making manual selections that go into a queue. Once in the queue, they will activate in the order that they were put into it. They cannot be reordered or removed once in the queue, so it takes planning to execute the cards you want in the order you want. I can't remember if potions activated immediately or during combat, but would be better to have them activate immediately I think.
Another issue is the UI tends to get in the way (especially for things below the character). The idea I have for this is to make the card area be "sectioned off." Either the bottom or side of the screen (both?). Meanwhile, have the game area its own contained viewing area to where the card UI does not overlap it and then center the character in that area.
Various smaller ideas: attack speed attribute (affects how quickly cards are used during combat). draw speed attribute (how quickly the bar fills to draw card). Draw card on enemy kill (independent of the draw speed bar) .
That's all I can think of at the moment. Looking forward to if you continue working on this idea!
Thank you for the detailed reply!
You are absolutely correct that the current version of the game just lacks interactivity. I was too infatuated with building the systems that I didn't design an engaging experience for the actual players, something I kinda regretted now. But I suppose that's the nature of first prototypes so I will absolutely be working on this. Thank you for all the suggestions.
The UI is another beast entirely and yeah, I will be also studying up on it.
I am also interested in seeing how your game developed so let's keep in touch.
I too wasted most my time just trying to make the systems work haha.
I'll update my game after August 2nd, but I've added daggers as a two tile activate, and now both horizontal and vertical lines can activate for all weapons. Also added a card that can destroy an enemy tile.
Overall I think it's a very fun and unique idea on a roguelike and auto battler! I think figuring out how the game works and maintaing my little knight was a little overwhelming at first (even after reading the tutorial,) and like many others would appreciate some more visual feedback on moving around the cards. It was a little frustrating that I couldn't neccesarily dictate the timing of my cards so (for example) if an enemy was about to approach and I had a block up, I'd still have to wait for the cooldown and end up getting hit regardless. I'm excited to see if you choose to expand on this game, would love to come back to a more polished version!
Oh and aesthetically very nice :D Very well done!
Thank you for playing the game!
Your feedback is very valuable to help me develop the idea further. The lack of tutorials and lack of controls is truly a common pain with this version right now. I have a few ideas on new combat systems, which would probably take time but I'm working on UI visual improvements right now. I hope you would consider following the project for updates 😊
I'm also really sorry that I wasn't able to play and rate your game before the end of the rating period, but I'll go try it out and leave a comment on it!
the art style was cool, the ui felt a bit overwhelming at first. The game felt engaging until I realized I could beat levels with doing nothing, the main disadvantage was just waiting the 2 seconds or so after the deck was gone and a new deck was made. if you upped the difficulty and made there more stuff to do or think about this game could feel very engaging
Thank you for playing!
You are absolutely right, it’s just not that fun to play right now, either you luck out with the deck or it screws you over and you feel like it’s too restrictive to do anything you want. I think level 4 is kinda challenging, but not that engaging either.
I will absolutely redesign to make it more fun in the future, thank you for the feedback!
level 3 i done with nothing, level 4 I failed with nothing but it was close. so you seem to be right with your assessment
very interesting idea, i think the difficulty could be tuned a bit as currently i didn't really have to do almost anything for the lil guy to clear a level. definitely a really interesting concept that i can see expanded on in many interesting ways
Thank you for playing. There are many people saying the same thing, so it will be something I will work on for sure.
Just curious, is there anything in particular that you think you would like to see in this game?
I had a lot of fun playing this game. I was really getting into rearranging my cards and seeing my little knight go and fight lol! I can totally see there being even more cards and different types of attacks. Great work!
Thank you for playing! Glad you had fun with it!
This game has a surprising amount of depth for an auto-battler with only three card types. At first, I was a little frustrated by the lack of player control, but after a couple tries, I started to really enjoy the strategy of ordering cards in a way that kept me safe while I reshuffled.
Also, the UI is really nice! There's a lot of small details that do a lot to improve clarity - the active card being visually emphasized, the brief red border on taking damage, and the Deck + Discard displays. The only thing that lacks a bit of clarity, to me, is the movement of the cards. The cards teleporting to the next position is a little disorienting; I think a simple animation of the card sliding to its next spot would be a lot clearer, and also look cool!
Had a lot of fun with this, great job!
Thank you for playing and your detailed suggestion. I’m glad you had fun with the little amount of strategy the game has to offer right now haha.
I totally agree with the card sliding animations and all the small bits and pieces for the UI to make it more fun to interact with. In fact, the latest update I’m working on is the sliding for when cards are drawn. The instantaneous movement of the cards is something I really didn’t like as well.
I’m really a total amateur on UI designs so I expect it will take me a long time to have something really good but I’ll keep working on it. Thank you for the encouragement!
When gamedevs try to do something novel with a card battler, there's always the risk that they mix mechanics improperly or overwhelming the player with information. Not you though. This game was very comprehensive.
You wrote that you didn't achieve your original vision but from what I was able to pick up, almost everyone in this game jam went through something similar and therefore they'll judge your game fairly considering the time constraints and the unfamiliarity with certain aspects of gamedev.
Thus, considering the time constraints and your unfamiliarity with certain aspects of gamedev: Good job on this game! I certainly liked it.
One nitpick though: I wish the block did more, like actually preventing damage after you attack, or a brief stun. Rarely was I able to line enemies up for a cleave but most of the time it just did a little knockback and a second later we were back to status quo.
Wow thank you for your high praises! It certainly gave me the courage to keep pushing forward.
I agree that the current designs of the moves and the enemies are very basic and somewhat uninspired. For 95% of the duration of development, I only have the attack lol. I always believe that a game jam is truly a mini version of “the real thing”. It has taught me some important lessons about structuring my development so that I can actually put out a game within my lifetime haha.
Thank you for the helpful suggestion, I will be trying a lot of new things in the coming months.
It is a fun auto-battler with just enough strategy to keep you engaged.
Thank you for playing! Glad you had some fun with it. I hope to keep improving the game.
This was really cool and I liked the automatic player movement, I think it was a unique and great choice, as it enabled me to focus on the cards. I think I would've liked to see more visual feedback since sometimes I couldn't tell if I was clicking something or if what I clicked was in effect, but I thought the game was super cool and honestly those are minor issues. great job!
Thank you for your compliments and feedback!
It’s definitely not a minor issue, I added SFX for most player actions for feedback but visual cues slipped my mind. I will try to level up my knowledge on UI design as I keep working on the game.
It was quite an entertaining game, only at times the UI felt a little too big, but maybe that is because I never played much deck builder games. The art and sound are great, great job, I enjoyed playing it!
Thank you so much for playing! I don’t think you are wrong about the UI of the cards being too big. As I was working with pixel arts and fonts, the UI was done so that texts are still readable. I think in the future, I could look into mixing resolution size or some other methods to help minimize the UI. Thank you for the feedback!
I liked the game idea! While i noticed that if you restart, after some levels the game just softlocks, and that happened two times in a roll at the very same spot, so i think it isn't bad luck. After all, the game is still very fun and the art is impressive too!
Thank you for playing!
Also thank you for the insightful bug report, I will look into it!
I might not be the target audience, but I found it still really creative, never played something similar before! it was also pretty and clean, I had a good time!
Thank you for trying it out!
Just out of curiosity, what's your usual types of games?
I love all kind of games so it's a bit tricky to give a clear answer to that 😆 it goes from minesweeper to animal crossing, ace attorney... totk... ghost of tsushima, baldur's gate... mmh... maybe the link between all of them is that I am the one defining the rythme. They are centered around creativity/thinking, or the exploration is breathtaking. also none of them is centered around challenges/frustration? like when there are challenges they come by when I'm already deep in the game and invested, and I can usually avoid it as long as I want xD
that would be my answer xD and as for why your game doesnt really fit in there even though it's well thought and well made: it made me feel like it was ahead of me all the time, like I was running after it, if it makes sense. I lacked that sens of controle I guess...
There, I hope I replied adequatly to your question xD but you made me curious too! what are your type of games ?
Thank you for your detailed response!
It totally makes sense to me! As gamers I feel like most of us just like to play “good” games you know. I don’t really define myself to just be a “one genre” type of person either, and I have played and liked a lot of the games you mentioned. I am a big fan of the Ace Attorney games too. The game I play most often these days is Teamfight Tactics (which only after I started making this game I made the connection that “oh hey this is also kinda like TFT” XD).
Anyway, I’m also grateful for the feedback of the sense of lack of controls. I think it’s a pain point for a lot of the players. I would like to make future improvements that make the game more engaging and fun to interact with. Thank you again for the conversation!
That was a very fun game! I've always been a big fan of card games and dungeon crawlers and this one combines both of them! The art and sound effects are also very well done!
The only thing is sometimes I found it hard to order the cards as they were moving because everything would shift but that might just be a skill issue on my part haha!
Thank you for trying it out! You are absolutely correct though that the controls are not very well done as elements keep shifting around. I'll keep working to improve upon it for sure! Thank you for the feedback.
Very good submission. I do have to say you give me a couple of different types of characters and I could do this for a long time. I've been hoping for an auto player for a bit. Good Job
Thank you, glad you enjoy it! I wanted to added at least another character for sure, like an assassin type that dodges behind and backstab instead of blocking like the knight but I ran out of time 😭
I'll be working on this in the future for sure so I hope you will follow the project.
Very clean and polished submission!
Love the music, was directly vibing to it.
Would like to see it evolve having more cards !
Thank you for playing and commenting! I'll keep adding to it!
Fun: very interesting, I love strategy games, and this game did it well. Trying to arrange the cards depending on the situation was really good
Presentation: I really like the art style and the sound design. The cards looked good. Did you make them?
Creativity: great idea, arranging the cards for the battle, very well made, just wish there were more cards, like maybe some abilities or something, still very good game, I enjoyed it
Thank you for enjoying it!
All the art assets were made by Kenney.nl. I just remix and combine them a bit to make them serviceable in my game. I thought the cards came out pretty fun-looking since the color make it look like cards from Yu-Gi-Oh haha. If I ever release this as a paid game on Steam or something, I definitely want to make different assets and perhaps even change the theme around. Medieval RPG style graphics were just the easiest theme to find assets to use for a prototype like this.
I'll keep working on improving the UI and player controls. Thanks for your feedback!
The a nice idle game with a great concept ! With some more varity on cards and maybe some deck building between the levels, i could play this for hour !
Thank you for playing! The balance isn’t perfect for sure but I’ll keep tweaking it and improving the formula.
Really cool idea, I love the concept. I know you said you kind of ran out of time on this and that's okay. I think it was fun to assess sort of each group of enemies and try to line up the skills that would be the most useful for each encounter. I'm sure there's a way to extend that concept and make it really good - like I wish there was some sort of consistent combo I could do where I could attack and then block the enemy's attack - sometimes it would happen, but mostly I'd just end up getting hit anyway so most of the strategy was when to use heals. Different strategies work better on different enemies, etc. Thinking about it, that's probably out of scope for a game jam, but I can see the hints of a really cool game in there! So, nicely done, and it's so impressive that you were able to make a working and finished game in the time even with the constraints you had.
Thank you, those are the same type of things I was dreaming of for sure when I was making it. For example the block and the heal was supposed to kind of complement each other by pushing enemies away so you have time and space to heal. But as you can see it’s not very well balanced right now so you just end up doing whatever with what the deck gives you haha.
I hope you will consider following the project because I plan to keep working on it.
The mix of genres is amazing, such a creative game. I always loved the idea of an action RPG roguelike deckbuilder. I am also working on my own take on this genre!
The way you simplify combat is really great, diminishing the complexity of the card game by just dragging cards is a genious idea, and eases a lot the understanding of the mechanic.
BTW just in case you mind, got a pretty gamebreaking bug. After I died, the next stage my player stopped looking for enemies. So I got stuck in place drinking potions and defending against the air.
One last thing, I'm aware you didn't make the assets themselves, but your usage of the assets truly gives the game the look of being so much polished. Everything is changing size, animated, and makes SFX. Great job on the feel of the game too!
Thank you for such a detailed feedback and kind words!
It was such an oversight by me that the replay button doesn't actually send the player back to the correct level, but rather to a messy test level not meant to be player-facing (I have since fixed it, but can't update during the jam).
I greatly appreciate the praises for everything else :) I thought your comment on the card dragging mechanic being simple is kinda interesting, because some other people definitely think it is not and is very far removed from a traditional card game where you have to "play" it somehow. I'm trying to work on an improved design with all the feedback in mind.
Btw, if you don't mind, would you be willing to share about your action deckbuilder project? As far as I know, it is not an established genre so I would be extremely interested to see what similar things other people are doing. I'm happy to let you bounce off ideas off me and vice versa. I would love to keep in touch with you through Discord (@Lestavol) :)