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Biscuit Bluff's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #270 | 3.548 | 3.548 |
| Theme | #322 | 3.645 | 3.645 |
| Enjoyment | #461 | 3.516 | 3.516 |
| Overall | #515 | 3.333 | 3.333 |
| Innovation | #593 | 3.097 | 3.097 |
| Visuals | #738 | 3.452 | 3.452 |
| Audio | #991 | 2.742 | 2.742 |
Ranked from 31 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
You're literally risking your biscuits (currency) for more biscuits (rewards). Every decision is a calculated gamble: play it safe with low-risk cards or go all-in with high-stakes plays that could either make you rich or wipe you out completely.
The deeper you push into your run, the more biscuits you stand to gain, but one failed score target means losing everything and starting over. It's the ultimate risk/reward loop - you're always one card away from either hitting the jackpot or losing it all for those sweet, sweet biscuits.
What code and assets did you not make from scratch during the jam (if any)?
The card art used in the cards are AI-generated. The music is AI-generated.
How many people worked on the game?2
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Comments
really fun with smooth animations, some combos seem a little overpowered, like infinite double down with momentum. probably should limit the amount of same cards in a deck or have it discard like how triple down works. but otherwise i still had a lot of fun getting to a point where i could stack infinitely and blow past the goal in one card
That's very fun game. First run for me was just a pure random, cuz I didn't understand any of the cards, just got that ROI gives you raw points. I was completely lost, but give it another chance I accidentally discovered that I can click on a card so tooltip would stay and I can actually read description of the effects. Would be much better to have effect text on the card itself instead of clicking and reading tooltips.
Well done, I enjoyed playing it.
I was confused about a lot of the starter deck cards at first. It seemed like there were wildly different expected values to the cards with some being outright negative. After tinkering around a bit, it became clearer where you might use one or the other. For example, "go big or go home" is expected to lose you one point on average, but maybe you need to risk it for the higher payout if you are on your final turn. Either way, it seemed to be mostly a dump card for when you can start to crack packs and customize your deck a bit more. I ended up moving into a really nice combo deck where the early turns would all pour into chaining "double the next card" effects until the final round where I could just dump a bunch of copies of desperation. It was sick. I'm sure there are plenty of other strategies to go for, but this was my jam for sure.
Really fun. Great work!
The game looks very cool, and offers much content, but it's quite hard to reach, because a lack of tutorials
// adding a bgm would be nice ;3
Overall, I really like those card animations, both in collections and in-game. The fact that you guys pull this off in a week is awesome, looking forward to more content! > v<
I spent time to understand the gameplay since the tutorial didnt mention that I can click on the ability icon of the card. I thought they are all there in description so a little bit of confusing at first. The gameplay is quite random, I feel no control on it, maybe I didnt play long enough