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Revila's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals(Graphics) | #4 | 4.000 | 4.000 |
| Fun | #4 | 3.750 | 3.750 |
| User Interface (UI/UX) | #4 | 4.000 | 4.000 |
| Overall | #5 | 4.125 | 4.125 |
| Sound/Audio | #6 | 3.750 | 3.750 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
DevLog Link
https://sea-apes.itch.io/revila/devlog/1501641/044-a-new-awakening
Developer Feedback Questions
Hey :)
In the latest update, we worked on the intro cutscene and a small tutorial at the beginning. We would really appreciate your feedback on whether the tutorial works well and helps you understand the basic rules.
Of course, we also appreciate any feedback on other parts of the game.
Thank you very much for playing!
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Comments
The game was really enjoyable. It has a great visual style, an interesting core idea, and fairly simple solitaire like mechanics, but at the same time it keeps pulling you back for just one more run to finally defeat the boss.
If I had to mention one criticism, it would probably be that compared to other card games across different genres, the additional properties or effects of enemy cards are not always very obvious. It feels a bit unusual at first and takes some time to fully understand.
Other than that, everything feels fantastic.
As for suggestions, I think it could be interesting to expand the mechanics a little further by adding more special cards that could be shuffled into the deck between rounds, maybe with some more unique interactions. Of course, I understand that this is difficult, since balance is extremely important for a game like this, and honestly the current balance already feels very good.
We would also really appreciate it if you could try our game and leave some feedback as well, since we are also participating with a card game project.
Thank you so much for the feedback.
We're trying to strike a balance between letting players explore the game on their own and providing some guidance. We'll need to fine-tune that a bit more.
We plan to expand the game's mechanics in future chapters. we already have a few good ideas in mind.
Thanks for playing—now I have to go play Evidentia!
I read through the most recent devlogs before playing. I can agree that the font can be hard to read. You may want to look at adding a setting to allow using an alternative font. You can leave your chosen one in place as the default, but for those who still have trouble, swap it out for a more readable one.
The tutorial feels incomplete. I suppose it expects you to right click on everything to proceed through it, but it felt like there should be more. After playing the required card, I would add a message to right-click on cards to learn the rest of the rules, giving a clear sense that the tutorial ends there. I started clicking and dragging things around to see what would happen, and managed to make it through the fight with only 1 card left on the board, with only its rune left. I had left clicked on the crystal early, which then felt like a waste as I figured things out and found it could only be used once. I really should have done more right-clicking sooner, but was initially looking to trigger the next tutorial step as it just felt like there would be more. Right-clicking on the cards, they do a good job of explaining things.
The game was challenging, and certainly had a bit of luck involved, but was overall enjoyable. I made it to the last fight before the boss of the second chapter, dying to the last few cards I had not been able to defeat. I'd had several bad streaks of many low number cards coming out early when the enemy cards were all high, and my HP was low enough I had no expectation of surviving the boss fight, even if I made it there. Reaching the new chapter and then getting a new deck was a bit unpleasant, especially when it felt like the enemies were getting more powerful and your deck was weaker than it had been. I also questioned from the description if your special ability was 3 times per fight, or in total for the chapter, as it sounded like there were only 3 in total.
I think that once you learn the symbols, the cards are fairly clear and easy to understand. The overall mechanics are pretty simple to understand, once you play a bit. The strategy, though, can take practice. This feels like a good core.
WOW, thank you so much for the very insightful feedback. We really appreciate it.
We’ll add the font change as a separate option, and we’re also planning to include a selection of different icons for better recognition and a color change for improved accessibility.
We appreciate the suggestion regarding the tutorial. When playing through again, it’s likely that the tutorial isn’t yet complete for the player :)
Provide more detailed information about the Valkyries’ abilities and give players a stronger sense of power when they enter the new chapter.... Noted.
Thank you very much; this really helps us move forward.
I've played it in earlier jams, so can't really comment on the tutorial.
The gameplay works, but isn't really my kind of thing.
Issues:
The second trinket is possible to activate with a full hand, which causes a screen to come up and ask you to select a card, but there are no cards to select and you can't leave that screen except by quitting to menu.
As a Norwegian speaker, some of the Norwegian is a bit weird. I can go through again and look at it properly if you want. For now. "Utlagt Brød" just feels very nonsensical. Utlagt is a word we basically only use to refer to colostomies and that kind of thing. And brød is bread. So it sounds like you mean something to do with leaving bread outside and it going dry? It makes no sense and sounds slightly funny.
Also, "Fordømte Synder" is grammatically weird. I can't explain the grammar off the top of my head, but it should be "Fordømt". "That damned sinner" is "Den fordømte synderen". But "A damned sinner" is "En fordømt synder"
Thank you for giving the game a try even it's not your thing.
The first issue sounds like a bug. I quickly checked it, but couldn't reproduce it for now. So you should always be able to activate the power when you have at least one hand card (you can also activate it with full hand). And then you should be able to drag one of your hand cards in the above "dropzone" (border) to upgrade it. However we already have plans to redesign the entire screen and the input, because currently it's kind of overcomplicated and the player can't see the enemy pile while upgrading.
Thanks for pointing out the naming issue. We will discuss it and might reconsider our naming. I guess we should decide whether to go for correct/meaningful Norwegian names or go for full fantasy names. For now we took something in-between, because the names sound cool to us (we don't speak Norwegian) :D
Thanks for the input. We really appreciate it!
really fun idea. i must admit it went against everything i knew about card games, but i adjusted pretty fast. really well done. tutorial worked well for me, although you might want to extend it to the first card rewards etc in the future. overall really nice job!
Thanks you for playing Revila and your input! You are right. We should add some short text/guidance to the first appearance of the reward card, shrine, ... It's now written down in our notes and we will address this in future updates.
Very well made game. Tutorial is simple and clear.
Thank you for the playtest! :)
I felt like I still had to work out the mechanics of when I can play what card, myself, essentially. This isn't actually too much of a problem for me, personally, because I find it kind of interesting to work out stuff like this. More of an issue is that the play feels kind of meaningless before you get to the point where you might actually fail to get through all of the enemy cards, and then take some damage, and it takes quite a while to get to this point. What I would suggest, then, is a small tutorial situation, with a small deck and small number of enemy cards, but with this situation carefully design so that you actually have to make the right decisions to get through this without taking damage.
Thank you very much for playing the game and the feedback! :)
Good to hear you could figure out the rules yourself. That's actually kind of the approach we try to achieve: giving minimal guidance and then the players are hopefully interested enough to discover the rest by themselves.
It's interesting to hear that the play felt kind of meaningless to you, until you took some damage. We also had the opposite feedback in previous versions: damage too early; player should be able to clear all card more frequently. Of course there are different tastes about difficulty. I guess we have to try and find the sweet spot by making continuously small adjustments.
Thanks for the input, we will consider it and try to improve the onboarding for the players.