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A jam submission

Deck paper scissorsView game page

An incremental roguelike deckbuilder
Submitted by FollowTheFun — 2 hours, 40 minutes before the deadline
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Deck paper scissors's itch.io page

Results

CriteriaRankScore*Raw Score
Controls#44.3334.333
Audio#64.0194.019
Graphics#64.6114.611
Fun#74.1854.185
Originality#603.6113.611
Theme#1432.0562.056

Ranked from 54 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Viewing comments 29 to 21 of 29 · Next page · Last page
Submitted (1 edit)

Now I know that I can beat rock, with a better rock :)

I've spent alot of time playing incremental games so of course I'd enjoy this lol. Although, I feel my run was trivially easy, as the first card I bought was a universe card. Having something which always wins, as well as being able to reorganize the cards in my deck every round, made the game very easy. Maybe randomizing the enemy cards after every round would change this? The strategy I fell into was to only ever attack enemy cards in spaces not held by bureaucracy cards, and if I couldnt beat the rock/paper/scissors/universe card in the only space I was attacking, I'd fall back on the other spaces with no worries. If those bureaucracy cards were filtered out, then maybe I'd have to use my brain alittle bit, but the fact that they stuck around to the next round made the whole game very controllable. 

I made it to like round 70 without losing a single card. I stopped upgrading cards past a certain point because I didnt need to. Eventually I intentionally let my cards get destroyed just to make space to buy more cards, hoping to find different effects, but there were none. To me, the line at the bottom of every card 'no other effects' implied that there are cards with other effects. Maybe this was planned at some point? 

Still, I thought this was great! I spent too much time on it making the number go up lol hoping for another layer as many incremental games have, or an ending of some sort. For a game jam game, this was very well done. I can totally see this being more fleshed out and released with alot of content. The art, animations, sounds, and controls were all super crisp and satisfying. And I do really like the core idea of an incremental rock paper scissors game, it, uh, rocks :)

Developer

Making the enemy start fresh after each round is a good idea! Though if the enemy cards were harder then maybe it wouldn't be as important?

Yes, the "no other effects" is just there to signify that it could be built upon in the future.

Thank you so much for playing, how long did it take you to get to level 70? And did you have any other suggestions? :)

Submitted(+1)

I think it took 30-40 minutes or so? Once I got established in my strategy I was zooming through rounds. 

As far as suggestions, I dont really know. You have a unique fusion of genres here, deck builder and incremental game. People are recommending Balatro, but Balatro's more of a rougelike than an incremental, where you try to make the most out of the cards you get in a run and try to build around it. Rougelikes tend to have alot of build diversity, with many different options that can work well given the right circumstances and deck. They're also run-based, where (almost) all of your progress is wiped clean each playthrough.

With incremental games, there usually arent ways you can lose, not doing well just makes it take longer to get to the next unlock. Your progress starts slow, then builds up to that satisfying 'number go up' feeling. Most incrementals have points where your progress starts to plateau and it slows down to a crawl, and at that point another 'layer' gets introduced, adding more mechanics that, again, start slow and build up to even more number go up. A prime example I can think of as a pure incremental game is Antimatter Dimensions. The numbers in that game go absurdly high, and there are multiple different layers of progression which add new mechanics. And each layer incentivizes you to shift your strategy accordingly to help push you past the plateaus. Also, incremental games tend to let players leave and come back, with some sort of offline progress.

With your game, I'm not really sure. There's many avenues you can take here if you plan to keep developing this. You could lean into a more Balatro type game, and make a bunch of different kinds of rocks papers and scissors that have different synergies and a more exponential difficulty that you'll need a strong build to overcome, sort of expecting players to fail at a certain point. You could lean more towards an incremental, and introduce new mechanics once you earn enough money and your progress slows down. Hell, you could even make it a multiplayer game, where you alternate between playing like the current gameplay and matchmaking someone who's at the same-ish progress as you. Sort of like a Super Auto Pets or like Teamfight Tactics or something but with rock paper scissors. Just some ideas, as the current game you have feels like its not quite committed to any one direction past the core loop.

Again, I do think its pretty cool, and I wish you luck with whatever you decide to do :)

Developer

Wow thanks for the very detailed feedback! 

I definitely think this would be a run based game too, and you'd be able to die too (just not in the jam version as it's too easy). 

Your point about progress plateauing and then having another layer appearing over the top is a really good point, I'll have to think about how that could apply here.

I'll have to check out Antimatter dimensions! Thanks for the recommendation.

I don't think this one would have offline progress, it's a game you have to play actively. 

A bunch of different kinds of cards with different synergies is probably the way I'd go with it, and multiplayer is a cool idea - maybe if it's very successful down the line!

If you have any other thoughts I'm listening!

Submitted

No problem :) I fear I've been too wordy lol

From what it sounds like, Antimatter dimensions and other pure incremental games are pretty far from what you want, but if you're trying to make a number go up game, you may be able to take something from it. I'm not so sure trying to introduce layers in the way those games do would make sense here, since gameplay is more passive in those games. But I think games like Balatro are different, and probably closer to what you're going for, in that the early parts of a run challenge the player to figure out how to scale fast enough, and after a tipping point they become a number go up game. Lots of rougelikes are like that where you get some crazy run and scale way past the normal end of the game, if you wanted. 

Something else to consider is cross-run progression, if you want stuff people can unlock between runs to give them better options. Alot of rougelikes do this, some have permanent buffs, some only unlock things for you to find during a run, some unlock different characters or decks, some have no cross run progression at all, I think its all valid.

Submitted

Lifetime coins: 1263608727246.00    cards lost: 41    mins played: 95.23    round reached: 243

I figured out eventually if you have a universe its basically impossible to lose.  When I finally came across an enemy universe with higher level than mine, I just ended the game lol

Developer

Haha yeah, giving the universe card so early on is "it's a jam game don't make it too hard" methodology! Amazing that you were able to enjoy it for 90 mins and reached round 243!

Did you have any suggestions for what I could change or add that would have improved your experience? 

Submitted

hmmm, Maybe add a hard mode where the opponent locks one of your cards. Also I’m not sure if this was intentional,  but when I played the same card as my opponent, (only for rock paper and scissors) if my card’s level was higher I would win, but if their card’s level was higher I would tie.  I think if you wanted to make it a lot harder, you should make that scenario end in a lose, not a tie.


But yeah I did have a really fun time with your game.

Developer

Oh well spotted, yeah that's a bug! Your cards should lose if they're lower level same suit. I'll get that fixed :)

Submitted (1 edit)

Oh also you could use a lot of the boss blinds in Balatro, like force selecting a card or losing 1 hand size.

Developer

Like a card that forces you to attack with whatever card is immediately below it? 

Submitted(+1)

yes, thats a great idea

Submitted

The game is honestly really fun. Though I wish you could buy card slots, it's still pretty good.

Developer

That's a great idea! I should add this for sure - did you have any other suggestions? 

Submitted

Very polished game. Loved the card desings coing collecting animations. Cards level changing. Well done.

Developer

Thank you very much, I'm glad you liked the animations :)

Submitted

Very cool and polished game!!

Super addictive, even though I found no real challenge in it. The SFX and music are very nice, and the art is quite impressive... but I didn't really catch the connection with the theme 😅

I love the take on rock paper scissors! That said, I think what's missing is card synergies—making cards benefit from each other's effects. That would add a nice strategic layer to the game. Just my personal opinion, though; maybe that wasn't what you were going for.

Anyway, really great submission! I had a lot of fun playing it.

Developer

Thanks, I'm really glad you enjoyed it! I agree it was too easy, but I didn't have a chance to balance it so I went for 'too easy' over 'too hard'. 
The link to the theme is a bit weak, it was meant as "does rock paper scissors belong in a deck of cards?".

Can you elaborate more about card synergies? 

Submitted (1 edit)

I agree—making it easier allows more people to enjoy it.

Yeah, synergies are a super essential part of any deck-building game. For example: a "Super Rock" card that also works like a normal rock, but can destroy any other card. Maybe it becomes more powerful the more rocks you have in your hand—encouraging the player to collect as many rocks as possible.

Or a card that destroys your own cards, which sounds bad… but you could pair it with another card that gives you +10 coins when destroyed , also a card that doubles the money you earn in a round ( giving the player the option to farm coins during early rounds )

I could keep going, but it really depends on what kind of gameplay you want to build and what your vision is for the game .

Do you want to add other card types? Things that work completely differently from what you have now—like spells that don't destroy opponent cards in the traditional way? For example: a card that lets you draw two cards (even if your hand exceeds the max hand size), or a card that does the same thing to your opponent.

Do you want to add more mechanics to the battle system you already have?

also your game nature ( being a incremental game ) make it unique and very diffirent than other deck builders

Honestly, my ideas might not even fit your game. I think that's something you never really know until you test it out .

Hope that helps you somehow. I once tried making a deck-building top-down shooter myself… so I really dove deep into the genre and fell in love with it.

Developer (1 edit)

> a "Super Rock" card that also works like a normal rock, but can destroy any other card. 
I see, so like 'hardened' versions of the cards, which have no 'draw' states? Maybe a hardened rock can't be beaten by regular paper, it has to be beaten by hardened paper. 

> Do you want to add other card types?

For sure! But I think they need to fit in the existing theme so it doesn't take too much thinking to play.

For example, there could be a bunch of paper variants that all look like paper but do slightly different things (foil, film, plaster, glass, etc) and the paper variants typically defeat rock variants, with various quirks. 

And of course there can be special cards too (purple ones). I had an idea for a 'mirror' card that could become a card the enemy was playing, and a 'thief' card that outright let you steal an opponents card (this might only be able to be used once though otherwise your deck is going to fill up. Or maybe if you can sell cards, being able to steal theirs would be a fun mechanic, idk). 

I like the idea of a draw extra card, but seeing as you only have 3 slots, I think maybe this could be an 'item'? The sort of thing displayed along the bottom of the screen which you can consume in battle like a potion to modify your deck. These would be bought in the shop separately from cards. Single use plays like 'drop this item over your card to double its level' or 'drop over your card to put it back in your deck'

Are there not many incremental deck builders? I thought it would be a pretty common thing to combine together. 

And yes this is all very helpful, thank you! 

Submitted

Nice idea, cool style. Good job!

Developer

Thank you! :)

Submitted

A good rework of rock-paper-scissors, I love this kind of stuff

Developer

Thanks :)

Submitted

That's a very fun game! Really enjoyed playing and it's really polished for 7-day jam

Developer

Thanks :)

Submitted

Very fun and addicting however, I'm not sure that it fits the theme too well. Still excellent work!

Developer

Thanks for playing! It was meant as "does rock paper scissors belong in a deck of cards" :)

Viewing comments 29 to 21 of 29 · Next page · Last page