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A jam submission

Solitaire BattleView game page

A solitaire deckbuilding Balatro-like! Slay your enemies by playing solitaire!
Submitted by diabolodev (@diabolodev) — 2 days, 23 hours before the deadline
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Solitaire Battle's itch.io page

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Comments

Submitted(+1)

Played four full runs, got the hang of it eventually. Cute graphics, nice animations, good "juice" with jumping cards, scaling effects and what not. I wasn't aware how to use bought abilities until I realized they act on their own. I dunno, maybe it was explained somewhere but it wasn't clear for me. I think that charge should be explained better, as heat counter and draw counter are visible, while charge has a distinct graphic but there's no clear corelation with a blue number on the cards. 

Other than that music could be a little more upbeat. Right now it's a little too slow and somber? It's really not fitting the game.

Submitted(+1)

Did one run so far.
Idk how to feel with winning on first try.
On one hand it's demo on other I feel like I don't have mechanics 100% under control.

Characters and cards look cute.
Card shake is nice help (at first it seemed really subtle, but almost instant got used to it).
I would consider making "draws" and "heat" colors further apart (why heat is not a warm color btw?)
If I have more than 25 HP my hearts disappear to start filling bar again - I can tell it's intended and I don't know how to solve it it seeing having half a heart when I just had 5 is confusing. The simplest way would be spawning charts of different color on top of red ones (so at 30HP there is 1 gold and 4 red for example) - it raises a question how high HP limit is...
I understood some of my simpler items but suits and item colors and enemy passives were completely over my head on first try.
I don't know how many items are there but being able to manipulate the cards with some items would be nice. Both in a way like: Picking up a specific card heals you (boss mechanic but for player) but also stuff like "4"'s don't spawn or J, Q and K cards are more rare or Hearts are more common and such - maybe it doesn't fit the game completely but I didn't feel too many brain juices invested in picking cards, sure order matters but rarely it gets crazy or feels like a choice.

Developer

Thanks for the feedback! Your Heat icons start gray but go red once you become Overheated

Submitted

No, no, I noticed that. I am asking about Icon and word "Heat" on cards and in tutorial. Both Heat and Draws are different shades of blue.

Submitted(+1)

Really liked the whole presentation: chunky pixel art, chill music, juicy effects.

Enjoyed the simple up-down solitaire style. I liked the different “board” layouts, added some tactics to it. Don’t think I fully understood the nuance between heat/draw/attacking/skipping turns. The “wild” card effect was more interesting and immediately understandable, wonder if there’s more of those.

Kind of mindlessly brute-forced my way through my first run. I’d like it more if it were a little more difficult (make failing fun!). But then it’s be less of a zen play-on-autopilot game. Suppose it depends on what you’re going for.

Solid game though. Enjoyed my chill 30 mins with it. The “Average” assessment made me kek

(+1)

the core gameplay loop is pure zen dopamine satisfaction

Submitted(+1)

I managed to beat that demo. Really smooth.

Submitted(+1)

The choice of starting music is bizarre (it sounds unsettling). The interface for picking up shop cards is really bad. It's hard to tell what they do (and one line is taken up by Chinese?). It's unclear why sometimes you can draw cards but other times not. The game might have potential, but it's not intuitive and in my experience not very fun. IMO decision making should be greatly simplified. For example, brightly highlight your possible picks instead of the subtle wobbling. These kind of games are most successful when the decision-making is simple, and they almost play themselves. 

Submitted(+1)

I'm not sure I understand the heat mechanic. Is there a tradeoff between getting longer runs vs only enough to ensure you can attack? 

Developer

Thanks for playing! The idea is that your ability to extend your turns is dependent on using 'Heat' equipment. The tradeoff is that your limited inventory space means building into removing more Heat means you have less equipment that lets you pick up more cards or whatever other equipment effects you could have instead