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A jam submission

Rogue Football CardGame - AmiGameJamView game page

Rogue Football Cardgame inspired by Tim Blacklock Premier Picks
Submitted by One Joyful Day — 2 days, 17 hours before the deadline
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Rogue Football CardGame - AmiGameJam's itch.io page

Results

CriteriaRankScore*Raw Score
Playtested this one#372.0002.000

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Positives:

  • Really unique idea with combining rogue like cards with sport
  • Tutorial was made really good, i got all the basic info about game

Things to change:

  • Adding some background when player is in menu and in match menu
  • Making the ball move as match is played because only that line is pretty confusing
  • I would personally change shooting mechanics to be automatical when player/bot is in penalty area; not only relying on luck to get card (but that is just my feeling :D)
Developer(+1)

Thanks for trying out and from feedback.

Your suggestion about Penalty area is very good observation. That didnt come to my mind at all, and now that I think of it, it might make sense to have penalty area work differently from rest.

To avoid breaking the game into becoming get deck full of Run cards, it could be something like that when you get enough run cards to reach penatly area, there comes the goal button which has much less chance to score, but getting goal card would give big bonus to success chance and also, there could be something like that when you are at penalty area, then turning more cards would have some chance of leading into TurnOver, regardless what card you turn. Like 10 percent chance for a turnover, when ever flipping a card, and it could even be that each card turned would also do some small increase for the chance of scoring a goal, for example, increasing chance by 5 percent. This way highlighting the point that while you are now in an excellent position to goal, you are also at a dangerous zone where penalties might happen.

Backgrounds will be added to all places if I decide to finish this game (still havent decided, but starting to be more positive towards giving this still a try).

I have a different idea for the tutorial for the full game, but good to hear that the current version already works.

Ball movement is something that is very high on my to-do-list. I have actually couple of times already decided it to be the next thing to do, and then decided to do something else instead. Idea with ball movement would be that ball would keep constantly be showing this moving animation, first showing the moving forward animation to show how far ball is going to go with pending movements, and then having this kicked ball movement to show how far the kickpower is moving it.

Thanks from feedback, especially that penalty area idea. If I decide to finish this, I think I will try that penalty area at some point and see how it works.

Submitted

İt was a good game, i liked one part that has a bug where you can choose a card for you're oppenent and directly end his turn by giving him no chance to do something, also i suppose those yellow  and red lines were the ball's placement, 
about bugs:
like when i were playing and suddenly the round ended for no reason or just i did not notice that it already somehow ended? (maybe?)

And there was like sometimes the cards wont gone and it was just chilling in there and for another one is that when enemy had 100% chance to win the round it didn't for some reason?
For the first minute i didn't know  what's happening but playing for some time i get what to do after a while

also about the art i have seen that it was made by ai but that's okay right now but could be made by drawing it by yourself but for now that's okay

but beside that i liked the game and it can be a fun game also if multiplayer was  added i would play it with friends and trolling them by pressing their cards :)

Developer

Thanks for trying. Multiplayer is one of the things that I have planned for the game right from beginning, so I have took that option into consideration on code level already a bit, also, for idea would be that players could make their own scenarios themselves, this way they could make their own multiplayer scenarios for the game. However, that all depends upon if people actually like the game, since so far looks like only very few have liked it, which of course could be simply because it is just too early a version yet, and missing too many things still. However, basically game should be fun even when it has only a very few parts in it, since if basics are not fun, then adding more might not help.

Yah, red and yellow lines are telling how far the ball is going if ending the turn, as in other tells how far you are running, and other one tells how far you are able to kick the ball with the current kickpower.

Plenty of bugs there in the matches. One of them is that you are able to click on opponents cards and end turn button on his round. That would be easy to fix, but I have left it untouched, since it solves problem with some other bugs. As in, sometimes something happens which makes it so that AI doesnt do anything, which would make the game get stuck, but now player can simply click "end turn"-button, and game continues.

I wonder if the 100% chance to goal was that computer didnt have the goal-card? For if you dont have a goal-card, you cant try for a goal.

Art was actually stock art, not AI, only AI art in the game is the thumbnail.


By the way, you mention that for the first minute you didnt know what was happening, do you mean there were no tutorial messages, or just that despite them had bit of confusion (which would be understandable too, since it is basically wall of text in its current form).

Submitted

I mean by like a bit of confusion at the start like getting text but that's okay after a while it let's normal, about the AI having the goal card, I think maybe he had but not remembering right now maybe he doesn't had one, about art I see okay, 

About the part that a few people play, if a few of them play that means that only a few people know about it you how to post in social media like YouTube so others know that your game exist but remember to make your game look good/ good game example

(1 edit)

Interesting concept which I could see being very popular, and cool to see the inspiration from the Amiga game.

Currently it's a little hard to assess, as I feel there isn't really any player expression in the game--at least in my playtest. The cards were dealt randomly and I could only turn them over randomly, so the actions I took during my turn always felt totally random, and I couldn't craft a strategy about what to do. Dealing the cards face up could help this allowing the player to string together actions meaningfully, while retaining the deck builder RNG.

It also felt a bit unfair as the opponent appeared to always have many more cards than me, so I felt hopelessly doomed to fail.

Menus, graphics and information are also quite hard to read currently as there isn't much hierarchy, but I understand this is very early.

Like another commenter I also had the feeling assets were AI, which was kickstarted by the thumbnail which is very uncanny and feels generated. This generally doesn't feel great especially when they are the only assets in the game. So unifying a visual style (even if it's all placeholder) would make a big difference user wise.

Ultimately, it's a cool concept that could be fun. But currently the very heavy RNG and lack of player information is a bit of an obstacle.

Please try my game if you get the chance :) 

Developer

Thanks for reply and checking this game out!

First about the graphics, commenting about this since this is something that might be useful for you too. Thumbnail is AI generated, but everything else is actually stock art. And even before I had the thumbnail, I already got complained about using AI, even there wasnt any AI in the game (well, still isnt, since thumbnail isnt part of the game).

But what I will do next time is to use AI to create the temporary graphics instead of using stockart. Problem with stockart is that there is only limited amount of it, and getting unified look using them, without doing any modifications to them, can be hard.

For I think the point is exactly as you said, that as they dont look unified, people dont like them. So far I just thought that since they dont look unified, people think them as AI, but realised only after your writing, that I guess the point is actually that non unified can look bit annoying, and on top of that, AI haters associate it with AI. Will keep in mind if future to even when using temporary gfx, to make them at least unified looking, since that in itself can turn people away I guess.

Idea in the game is specifically that it is very random based, I figured there is game like that missing from the market, but I am starting to doubt that it might not have been a good idea, since like you too point out, feels too random.

Basically in the current version the randomness is lessened by building the deck to suit your needs better, however, with this set of cards there isnt much you can really do on that either, that you cant quite make your own strategy, but it is more of just trying to make your deck better. And this is one of the things I am struggling to figured out how to get more meaningful choices for the player, like if you would get to pick one card after each match, or something like that, then how could that card that you pick, actually make a diffence, and even more, how there could be two different cards from which to pick one, and player actually have a meaningful choice to make, for at least with these cards I dont really see that happening, that if there are two cards to pick from, it wouldnt make much difference which one you pick, since you basically need them both anyway.

One of the plans for the future would be adding things that I call "coach skills", this would actually be reflecting the original game from which this is inspired, for there is one part of that game that is currently still completely missing.

In the original game that this inspired from, there was this "find goal"-card, where the idea was that you had maybe 2 second to click on cards, and if one of them was a goal card, then it would reveal itself up and goal be done (in the Premier Picks, the idea was that every time you found a goal card, you would score a goal).

So I have been thinking there would be these coach skills, which would cost certain amount of "magic points", and naturally these magic points would be generated during the match, could be for example each time you flip a card, you would gain some points of this magic points.

Then different coach skills cost different amount of magic points, and they be for example the premier picks find goal card kind, and then there could be for example dividing cards into blue and red cards (half-half split, as far as possible) and then one of those colros would contain all the bad cards, and other color all the good cards, but you wouldnt know which color contains which.

And some coach skill could reveal three cards in random, and then switch those 3 cards places, so you would know which 3 cards are containing those 3 cards, although not exactly which card is which. This way the randomness would still be the ruling point of the game, but it would give you some more strategfic options to use in tight spots.

But it might simply be that the overly random nature is a fault, and even adding these coach skills wont save it.

Ah I see, well if you wanted to go for a more random-based game I think that could be possible. But then I think you'd want to draw more inspiration from idle games; so that the player's gameplay is about being a football manager (so getting all the cards together, making trades, etc) then the matches can play out relatively quickly WITHOUT any player input. That could be a way towards having the core RNG remain (if I understood you right).

I think the main issue with the RNG right now is that the game is saying "actively play" by making me click to reveal cards but if my expectation is set up to be "this part is totally out of my control", then that issue falls away. 

In other words it's all about setup and expectation. The current version made me feel like I was a player drawing from a deck. But if that expectation is shifted to being a manager creating the deck, then it could definitely work. Football manager games are popular with a particular niche, after all.

Developer

Idea would be to be of two things.

Manager in sense of that deck building is the way to make the game have some strategy, instead of being completely random.

Second part is the "push your luck" idea. As in, you turn those card randomly, and it should feel like that more cards you turn, riskier it gets. Therefore making you think if it is really worth the risk to turn one more card or not.

But that Push your luck part isnt working. I mean, isnt working in sense that you would feel like that when you are playing. I do notice that when I playtest myself, that I do sometimes stop turning more cards for a strategic reason, but what I would like it to feel is that every time you turn one more card, it feels like the risk is getting higher, and that I dont feel happening righ tnow.

That to compare to 21, you are aiming at getting 21, and each card gets you closer to that goal, but everytime you turn a card, it also feels riskier to turn the next one, and yet at same time there is the incentive to turn one more card, so you could get closer to that 21. That is basically what I am trying to get this game to achieve, but it just isnt happening.

Developer

Check the Game page for more details: https://gamesforfun.itch.io/rogue-football-cardgame-amigamejam

Shortly: I am looking for feedback on what you liked, what you didnt like to determine the future direction of this game, or, if even to abandon it.

Leave feedback either through itch.io, for example as a comment to here, or through a form: https://docs.google.com/forms/d/e/1FAIpQLScEaM91T-ZgpmLdLArWze42i_-qjirI8s1cxxRu...