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Invaluable's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun and Engagement | #1 | 3.400 | 3.400 |
| Technical Execution | #1 | 3.400 | 3.400 |
| Sound and Music | #1 | 3.400 | 3.400 |
| Polish | #1 | 3.200 | 3.200 |
| Visual Presentation | #2 | 3.400 | 3.400 |
| Originality | #2 | 3.000 | 3.000 |
| Theme Use | #3 | 2.600 | 2.600 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Development: Solo or Team?
Solo
Assets: Premade or Fresh?
Fresh
Is this your first Jam?
No
Use of AI?
No
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Comments
🕹 Game Review: Invaluable
Submitted by: Kisame712
🎯 First Impressions
Intriguing—Invaluable drops us into the world of a deck-building battler. While this genre isn’t usually my go-to as a player, I do enjoy watching content creators play games like this, and I found myself pleasantly surprised here. We’ve got all the staples you'd expect:
Action points determining how many plays per turn
A currency system for deckbuilding between rounds
A card combination mechanic that allows players to fuse cards into new, upgraded effects
All the pieces are here for a solid deck-building battler. What stood out most to me is that this is a genre leap for Kisame, and I love seeing devs step outside their comfort zones and flex new design muscles. Even better—the tutorial is integrated directly into the early gameplay. Show, don’t tell done right.
🔥 Fun & Engagement
The concept of combining cards to create new effects was really enjoyable, and it kept me curious about what outcomes different fusions might produce. It’s a compelling system with a lot of room to grow, especially if expanded with deeper layers or rarer, more unpredictable outcomes.
🎯 Theme Use
"Time is the Enemy" is more abstract here, but the lore gives it weight. The idea of time being used as a resource—a currency to build stronger spells—ties the theme in nicely with the game’s mechanics and world. It’s subtle, but it tracks.
🛠 Execution
Very well executed, especially for a first foray into a new genre. The tutorial section seamlessly introduces the player to mechanics without overloading them, and gameplay was straightforward and functional. Everything worked as intended, and the foundation felt solid.
💡 Originality
Deck-builders are common, but the card fusion mechanic is a standout. I haven’t seen that particular feature handled this way in a jam game before, and it’s a great idea worth refining. The potential here for creative deck evolution is high.
✨ Polish
Overall polish is strong. No bugs in my playthrough, and the game flowed smoothly. One improvement would be the inclusion of a sound settings menu, which would take things up a notch in terms of professionalism. Also worth noting: the current difficulty curve leans heavily in the player’s favor due to generous currency and powerful spell combinations.
🛠 Areas for Improvement:
Deck Mechanics Overhaul: Instead of buying cards mid-run, consider letting the player build a persistent deck that draws randomly each round. This would allow for more tension and strategic planning.
Rework the Currency System: Tie the currency ("time") directly to the fusion mechanic instead of deck purchasing. This could make the act of combining cards a more meaningful decision—and align more thematically with the world.
Difficulty Tuning: The current resource balance makes the game fairly easy. Reducing currency gain and increasing fusion power could help create a more rewarding challenge and tighter gameplay loop.
🧠 Final Thoughts
Invaluable is a strong first step into the deck-building genre—and with more development, I could easily see this evolving into a shippable product. The fusion mechanic alone sets it apart, and I’d love to see what you do with more time and iteration. Great work trying something new, Kisame—keep exploring and pushing those boundaries!
Hey! I played your game and it's great that you created a turn-based strategy game. For a game jam project, I really liked the clear drawings; that's a strong point that makes the game visually appealing.
Having a real-time shop system to buy spells like "fire ball" or "stone shower" is an excellent idea. It adds an interesting strategic layer and enriches the gameplay.
Keep up the good work!
Thanks for playing! It was my first turn based game as I mostly make platformers and I am glad you liked it XD!
A very nice game! I liked the visuals and music, the gameplay was nice too but I got an error where you can combine spells (when it shouldn't) and the game gets stuck; maybe you missed some edge cases. Other than that, a very solid game; nice job!
Thanks for playing! I am sorry for the bug you encountered. It is most likely something I missed in my playtesting. I will work on that.