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Autocard's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Sound/Audio | #4 | 3.700 | 3.700 |
| User Interface (UI/UX) | #5 | 3.500 | 3.500 |
| Overall | #5 | 3.900 | 3.900 |
| Fun | #6 | 3.800 | 3.800 |
| Visuals(Graphics) | #6 | 4.000 | 4.000 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
DevLog Link
https://g-raffiti.itch.io/autocard/devlog/1064165/game-jam-submission-improve-my-game-jam-41
Developer Feedback Questions
Any advice to the UX / UI are welcome, thanks for playing !
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Comments
This kind of game is not my cup of tea, I tried a bit, but didn't understand much, so I cannot say much, but the overall graphics and tutorial are good. The overall font size could be bigger.
Not every game is for Every one, thanks for trying ^^
The game is really fun!
Honestly, this is the first time I've played an auto-battler, but it's pretty easy to get the hang of even without any prior knowledge.
I think I would add some SFX (sound effects for attacks and hits) and a different music during combat phases.
You can see that you have a very polished game visually 💪
1. big plus, instructions. minor minus, *instructions all at once* :dizzy: - perhaps instructions on hover, after like half a second, with a note to hover items for more information/help
2. immerssive! at some pont i forgot i was analyzes and was just having fun!
3. i love that (it seems that) everything is drawn :heart heart heart:
4. slow mouse drag but i think thats a browser issue
5. music is befitting!
crunchy to look at exceedingly fun to play
Thanks for the Kind comment,
Thanks for playing !
It took a bit to figure out, but I enjoyed it once I knew what I was doing. My first playthrough I only managed to win one fight, after losing twice, and then lost again. The next playthrough I did a burn build and was able to win without losing any fights. I liked the flavor text, though there were a number of typos/misspellings.
On the topic of restarting, I was not able to play again after winning or losing, unless I refreshed the page. It did let me click to start, but things were broken in the game. My first time restarting I got to the first shop, but it was empty. Using reroll still left it empty. When clicking to move to the next area, it popped up a warning about having not done everything. After winning I restarted to verify things while writing this and chose the "Relic & Coins" bonus to start, then clicked "Relic", which took me back to the previous screen. It was an infinite loop. Choosing "Coins" worked, and after that I could click "Relic", but the next screen showed an empty area.
I like that you have the tutorial info popping up on the first visit to screens, though there is a lot to take in when first starting out and not all of it makes sense right away. Having the button to be able to pop them back up as needed is nice. Still, even with all the help, I was a bit confused and thinking I must be missing something when the first area did not have a fight. It might help to add a note that the areas alternate between combat and non-combat, with the first one being a non-combat area.
When buying from a shop that has a full inventory, if you leave and come back, it fills in the spots where you bought things. I don't recall seeing anything mentioning that. I also did not see anything that looked like a scroll button, if there is meant to be more you can access in those cases.
When getting to the first fight I had missed the button to start combat for a bit. It would be nice if it had a gentle pulsing effect, or you had the help popups when you get to it, to draw the eye, and perhaps give a bit more info on the combat and the combat specific buttons.
The first time I chose to get a relic I already had, I thought nothing happened. I had not acknowledged the colored borders on them (or the cards) at that point, and mousing over the text said the same thing as before, including the same amounts. It would be nice it the text was updated to reflect the relics being upgraded. I later tested by watching a card I knew would be affected by the relic to be sure it changed when chosen, and it did. It was at that point that I also noticed the border change. Relics are often chosen during the level up, and I think the semi-transparent overlay covers up the flashing effect that happens when it is upgraded. I'd either do something to make the effect rise above the panel, or make the effect last until after the covering was gone and the player would be more likely to see it. The text updating would be the most important as the effect won't matter as much if the player can mouse over to confirm the changes from their choice.
On leveling up, I noticed that parts of the UI looked to get too tall for the viewport resolution. The top and bottom parts of the UI shifted away so they were slightly off screen. This was not a big deal since everything you needed for the level up was accessible, and it all shifted back as that popup closed. After reaching level 9, the level up screen showed progressing from 9 to 10, but after it closed I still saw the level as 10, and each level up after that was the same. I still got level up bonuses, so it wasn't a big deal.
At various points I also had the hover effects not working. Sometimes I had to click in the nearby bit of background and then mouse over again, or just move the mouse around a bit and then back again.
I'm not really a fan of the transition effect with the black coming in part way, then rebounding a bit before continuing. It's not a major thing, but as a personal preference, it was something that I just did not like each time it came up. It wasn't so often that it is a big deal, but since your question was a focus on UI/UX, I figured I'd mention it.
Overall, well done.
Thanks a lot for your comment ! You're a nice QA !
I took note of everything in a big TODO and put it in the PrioTask to Run,
especially for everything related to Level Ups, we didn't got that at all !
typos/misspellings -> One Day I'll try to learn English the good way, or I'll just ask for help ^^
Thanks a lot anyway !
Cool game!
A lot of interesting synergies to try out. A lot of content and a fun game loop.
Some suggestions:
I feel like I needed more information. Things like: What type is each card, how much xp do I have, a lot of cards would benefit from a tooltip with information.
I should be able to switch between cards of the same size.
Seems that taking a relic I already own does nothing, should at least be communicated.
all in all a surprisingly engaging game that kept me interested, well done.

Thank you !
I'll make a Glossary of every Keywords to improve the comprehension of the cards !
And for the "switching" place I'm currentlly working on a rework of the all Drag & Drop to improve this, it's on a good way but I still have some Bugs before patching the Game, Glad you enjoyed my Game !
Core concept is fun! Reminds me of Slay the Spire.
I feel like I understand the rules and could make informed choices during play. (Although a proper tutorial instead of a full-screen overlay identifying the different elements would be nice, I feel like the UI itself and tooltips communicate things clearly enough that it’s easy to make sense of the rules / how to play.)
General gameplay thoughts:
- In the beginning, it feels like I can end up very much at the mercy of RNG, particularly with the Paladin (who lacks damage in their default skill, and can get offered a lot of non-damage cards).
- I wish I started out with more slots — it feels like it makes the consequences of early RNG much more punishing when card size is another limiting factor. (Also it just feels like I can't around with different build ideas as much as I would like.)
- It feels odd that there are few battle early on. One the one hand, it’s kinda fun to just devote it to building your loadout, but on the other hand it’s hard to assess how effective my build is without engaging in an actual battle.
- I liked using the skill masters and blacksmiths to add abilities to cards.
A couple bugs:
- I got a level-up at the same time as a game over?
- After getting a game over, the shops were empty (even if I tried to re-roll). I had to reload the page to get out of this state. This happened multiple times.
Some UI/UX-specific thoughts:
- I was confused why I couldn’t move big cards around sometimes, until I noticed that you have to aim for the highest slot in the space you want to use. It would be helpful if the card could search slots above to “find” the nearest space it will fit in.
- Sometimes the attributes (e.g. Pet, Magical, Fiery) are hard to read depending on what’s behind them. A background would help avoid those cases.
- The dark red text (e.g. for Critical Chance) is hard to read when locked and near the bottom (e.g. for the Elementalist’s default skill “Elementary Magic”).
- Some animation/feedback would be nice when buying/selling things (e.g. coin “particles” around the coin-counter above, along with sound effects when buying/selling). (Sound in general when moving things into slots would be nice too.)
- I appreciated the cursor changing when I couldn’t drop things into specific slots (I didn’t notice the attribute text until later, and wasn’t sure whether some things counted as a skill/equipment, but the cursor-changing answered my questions.)
- I wish I could get more info on the enemy by hovering over them when picking a path.
Solid work so far!
Slay the Spire is for sure a big inspiration of mine, I love this game !
Thanks a lot for your insight about the Gameplay
Thanks also for the UI/UX /Buggs review everything i going to my TODO List ^^
That was a cool game! It took a while to understand what was going on, so some kind of tutorial would be nice to have. Once I figured out how to play it was quite fun. I think the basic concept it solid, with a little more execution and polish this game can become something great
That was a cool game! It took a while to understand what was going on, so some kind of tutorial would be nice to have. Once I figured out how to play it was quite fun. I think the basic concept it solid, with a little more execution and polish this game can become something great
I figured out how to play, as a peasant at least.

It took me a while to understand that the cards were time based, and that the locks were related to attribute points, but once I did it was super fun.
Great game! 5 stars from me.
Played for a few hours and won with every character. The Elementalist was the toughest, took many frustrating tries, but I finally pulled it off using only pets. Not sure if that’s clever or just dumb. Definitely didn’t play to the character’s strengths, just rode a ridiculously strong sheep + bull combo to victory. Still, great game.
Thank you so mush for taking the time to replay it after the Fix, glad to here that you manage to won and even more that you won as an Elementaliste using cards from an other Pack, it was our goal with this version to test the "Swap Card Pack Feature".
I just realized with your comments that I don't have a simple explanation of the different part of a card, I will Add that (and polish my overwhelming Tutorial Wall of Text ^^
Hey I did something wrong yesterday, I'm fixing it right now, I'll Push a new Build in the evening (UE time)
Card games I know: Gwent (The Witcher), Slay the Spire, Balatro.
Played Autocard on the web in Microsoft Edge.
First playthrough (Peasant):
Second playthrough (Peasant):
Third playthrough (Peasant):
I’m holding off on rating the game for now. Could you offer guidance on how to continue past the combat screen?
Hey Thanks for playing and taking your time ! I introduced a Bug in the Last minutes in my late night last push, It's Fixed if you have the time to test the Game once again, Thanks !
Unfortunately the game gets stuck when I press on "fight" so I didn't managed to play a lot.
I dig the artstyle! The UI feels a little bit overwhelming at first. It took me a few seconds to figure it out. The "Back to map" button doesn't really stands out, I am not sure what can be done to improve that (in my first attempt I got stuck not knowing what to press).
I would increase the size of the fonts a little bit and mby hide the fight slots while not in a fight.
There seems to be quite a bit of content in the game, even tho I didn't managed to go past the first fight because of the crash.
Good job! Keep it up!
Hey Thanks for playing and taking your time ! I introduced a Bug in the Last minutes in my late night last push, It's Fixed if you have the time to test the Game once again, That would be so nice of you, Thanks !
Thanks for your comments, So cool you played an other time, and won ! I guess it's not only sheer luck so the game worked,
I will put a effort in the UI / UX to make the interactable part more in highlight. and I still want to create a "Tutorial Run" to guide the new player step by step.
Hello Everyone ! thanks for playing !