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Nowhere West's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun | #20 | 4.129 | 4.129 |
| Originality | #22 | 4.357 | 4.357 |
| Theme | #122 | 3.786 | 3.786 |
| Presentation | #198 | 3.671 | 3.671 |
Ranked from 70 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent "Slick"?
Bandits have infested the outpost. You're a slick card-slinger in the wild wild west, out to make things right. Your horse: he's fast. Your gun: he's faster.
Hoon around the gulch drifting through the sands, before dueling enemies in a one on one high-noon sharp-shootin' showdown. Draw your weapon, fling your cards, trickshot them to play them.
[link to web-build: https://mrspeaker.github.io/ffofc/ (admin approved)]
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Comments
I wasn't expecting to see a deckbuilder in this jam! I like the ability to correct the randomness of what you're dealt by selecting what you want from your hand but balanced by a limited selection time. I feel that deckbuilders are often too reliant on that randomness but you guys slickly skirted around that pitfall.
Super unique idea with the card shooting and the whole thing honestly felt like it could be a completed game with just a bit more content like maby having different types of weapons other than the revolver which would have unique shooting styles and pluses and minuses!
Also it would be nice to see exactly which cards my character will use because it makes me choose randomly out of panic sometimes haha and also being able to delete cards from my deck to make specific builds would be cool. Oh and cards sometimes spawned on top of one another which also made it a bit hard to choose
Overall I enjoyed it quite a lot and the rango reference was the cherry on top!
Really clever roguelike variant, I liked this idea a lot. Shooting the cards as they fall adds some unique interest to the mechanic that keeps you engaged and feels like it gives you a little more agency over things. While the navigation between stages was cool in some ways, I think having it be ‘free roam’ didn’t add a lot and it would have been just as good if you selected the next place to go but otherwise were auto-piloted there, maybe steering to select which location to go with. I think the power ups though were interesting and interacted well with each other while being properly themed, which is an impressive amount of balance work for a game jam. Great job!
awesome roguelike, very clever one, such a cool setting too. so well done.
I love me a good roguelike, you're definitely onto something here with this concept. Good work!
Very fun and surprisingly deep - not as easy as it seems at first. The newly introduced twists on the mechanics require strategic preparation and good risk management. Shooting cards is a big fun factor and I feel slick doing that!
Obvious jank as to be expected for a seriously ambitious project but dam they did a good job making the system feel stylish and unique. Already chatted with the devs and they already seem to be aware of the jank I've noticed. I'm really keen to see where this game goes in the future.
really fun card game, the minigame that you have do to play your cards makes you consider your own aim and the order of how the cards are played forcing quick decisions on you, really cool concept!
Very addicting gameplay, I'd love to see a full release of this game!
Your battle system was super unique and really made you think through the best way to tackle fights. Great game :D
I loved how this game makes you think on your feet! If I had one gripe it's that sometimes cards are completely hidden by other cards. Honestly, though, it has a lot of potential even beyond the jam!
Its crazy that you had the time to make a whole roguelike, which also innovates on a couple mechanics. Good job! Also the snake didnt stand a chance against my 7dmg cards 😎
Thank you for the game!
Nice Rango reference. I went in just expecting a slay the spire clone and was pleasantly surprised by a very original take on a card battler. Loved having to react to whatever draw I was given, but that I was also given plenty of time to know what I was hoping for after seeing my opponent's cards. My only gripe is that I didn't really understand the luck stat.
Thanks for playing and the thoughtful response! Haha big fans of Rango on the team. Luck basically functions as armour or overhealth, but we thought "cowboys don't have armour" so we went with luck because cowboys are always like "looks like yer outta luck, pardner" before they shoot the guy. So they're not really "blocking" per se but "luckily" avoid real damage. We definitely intend to communicate that better!
You've managed to build a reasonable sensible roguelike card game in just 7 days! That's an awesome feet! And the graphics really do sell the wild-west vibe pretty well. Kudos to the team!
Do make sure to play and rate our game as well (it might take a minute for it to load)
Really like the original take with this one. I'm not a big deck builder fan by default, but having a degree of slick skill involved in using the cards is cool.
Super nice take on the card game genre ! I loved picking my cards by shooting at them, it forces you to really think fast and in accordance with what the enemy is about to play.
Bit more in depth feedback:
There's a definitely a future for this game if you keep working on it :D
Really appreciate the encouragement and in-depth response! I am glad you caught the intent of requiring quicker thinking and adapting to the cards appearing to tactilely execute your turn. You are totally right on all your points. A lot of things were left in a "good enough" state just minutes before submission and now we are looking forward to cleaning up the systems and really pushing this thing further. We would love to implement a smarter overworld map with some other ideas we have cooked up, combos or similar things that reward dexterity in the card play, and more! Great feedback - thanks again for playing and your thoughtful response.
This is awesome! I love this interpretation of the theme, and the very clever twist on a turn-based card game. I think this idea has a lot of legs, and frankly, could become a hit with the right amount of polish. Honestly, I'd think about maybe tidying up some of the art, and posting it to TikTok and see if it blows up. There's some really unique here. I like the 3D exploration map and the 2D combat art. Reminds me of Darkest Dungeon 2 a bit. My only suggestion is I think the cards should interact with the shooting a bit more. Like the tumbleweed card was great because it prevents the player from spraying and praying, but what about a headshot card where you have to hit it in just the right spot for crit damage? Stuff like that (and maybe you're already thinking about that and I'm just stating the obvious). Great work!
Thank you so much! The encouragement is much appreciated. You're absolutely right about the cards interacting a bit more with the shooting, and we have a lot unchecked dot points from our original plan we would love to deliver on. Honestly, hitting the right spot of a card for a headshot is not one I personally thought about, and is a great idea. Thanks again, and I will watching Slick as the Devil's career with great interest!
Really unique Idea. I love the aesthetic and it feels slick as slick can be. Good shit! Its awesome.
Extremely unique game, I really loved running between the battles on horseback, that was a great addition. You managed to really flesh out this game in such a short time period. Nice work! Also quiet quinn got hands
Slick movement! Needs to go faster! and more things to shoot! Overall though it's fun and I think it fits the theme pretty well :)