I am beginning to like this type of cards-to-battle games! Beautiful art and music, interesting tactical fights, great idea! Good job!
Play game
Pay in Blood's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme Interpretation | #26 | 3.727 | 3.727 |
| Gameplay | #34 | 3.318 | 3.318 |
| Polish | #46 | 3.182 | 3.182 |
| Overall | #48 | 3.250 | 3.250 |
| Creativity | #57 | 3.591 | 3.591 |
| Audio | #81 | 2.682 | 2.682 |
| Art | #81 | 3.000 | 3.000 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
was not easy the first time. but managed to reach the boss. well done
Really creative game, I liked the how the blood cost mechanic worked, although it was a bit to lenient in my opinion, I got a lot of heal cards.
A good interpretation of the jam theme, but:
- In the "How to Play" section, part of the tutorial is not visible
- A noticeable issue with the music: it restarts every time a battle begins. Also, initially there is no music at all. You should add a light background track
- Another noticeable issue is the font. If the game is pixel-based, you can disable pixel interpolation, and then any font you like will fit in. Also, you could increase the font size by at least a couple of notches
- There is no visual feedback for actions. Sound is there, yes. But for better feedback, you could add a simple animation, or at least some camera shake. Also, speaking of animations — the demon sprite looks blurry, whereas the enemy sprites look good. This is likely because you scaled up the demon sprite inside the engine, making it visually larger but losing quality. I recommend changing the scene and camera resolution
This was a very well polished play! It took me until the end to notice there was an end turn button though and I feel like I did way too much damage without being hurt too much for it. I like the comboing mechanic a lot!
Very nice! Great music and the tutorial UI is beautiful. I was able to survive :D
I really like the mechanics, but it's missing a bit of tension. It didn't really feel like my card choices mattered. I think bringing down the attack damage/block on some cards could make it seem like more of a trade off. Great job!
Music is awesome and I see the potential in the mechanics. Probably would take a long time to get the balance right but if you do, the gameplay would get people hooked. Nice job
Fun idea for a card game but it felt a bit too easy, or to be more specific, I could just kinda click whatever cards and I'd still win. Creating some tension for the decisions is the single biggest improvement this game could benefit from. Good job though, just a little tweaking and this could be really awesome!
Creative concept of using HP to draw cards! The game could use some polish though, and is a little too easy
The game’s UX may be a bit misleading. When you play a card that costs 1 HP, the ability on a card that costs 2 HP is doubled and turns red. However, the red color gives the feeling that the card cannot be played, even though it actually means the effect is doubled. So the actual meaning and the player’s feeling may be opposite.
Also, this doubling mechanic feels very suitable for a longer game. After developing your build in the early game, it would be very satisfying to deal huge damage to enemies whose HP and damage also scale up. Since the current game has relatively few levels, the mechanic doesn’t fully show its potential yet, and it also makes the early game feel easier.
Thank you for the Feedback!
I chose red because of the Dark Fantasy /Blood Theme. And want to explain it in the "How to play" section. But I get your point, maybe another colour or just making the text bold would be better.
I planned for more levels and better balancing, but had to make cut-offs due to the time constraints :)



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