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A jam submission

Nine Circles , One DeckView game page

Cast cards, boost combo and get out of hell as the goblin witch | a game made for #GMTKJam 2026
Submitted by chertobook (@chertobook) — 3 days, 17 hours before the deadline
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Nine Circles , One Deck's itch.io page

Results

CriteriaRankScore*Raw Score
Artwork#6024.2064.206
Enjoyment#12423.6963.696
Audio#16663.3873.387
Creativity#18223.8353.835
Narrative#18813.1083.108

Ranked from 194 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
The game constantly decreases the combo counter, which determines the strength of the player’s cards

(Optional) Please credit all assets you've used
free sound assets from pixabay

(Optional) What would you like to be called if GMTK features your game?
Chertobook

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Comments

Viewing comments 60 to 41 of 130 · Next page · Previous page · First page · Last page
Submitted(+1)

I am escape <3 Loved that you could hurt yourself or heal the monsters, was such a fun mechanic. Also really liked the mirror enemy to stop players from just spamming their combo attacks. Super impressive that you managed to add so much juiciness to the game in just 2 days!

Submitted(+1)

Loved it!  I wound up going a little rapid fire and then went to fast and died haha.  Had a great time doing it I'll proably play some more of this game!  Feels very polished for such a short jam!  cool art and cutscenes too!  makes for great screenshots.  good game well done :)

Submitted(+1)

The combo decay tho it doesn't feel a lot like a count down, I missed some type of reaction to the moment de combo decreased bellow the countdown threshold. Very neat experience on it's own realm of game though! Definitely something I would enjoy playing short runs of! And a really juicy experience for a 96hs game, well done!

Submitted (1 edit) (+1)

It's a very cool and complete game, with the art especially, and it has some really cool mechanics, it's just that I wish there was more strategy. The real time stress of discarding cards or playing them is good, but there isn't much synergy within the cards, and things like the statues and the slime have things where you can't really do anything about them. Despite that, it is a good game.

Submitted(+1)

Awesome game! I like the fact that you can mess up and use the wrong cards on the wrong people lol, makes it feel realistic.

Submitted

Nice art, very polished and the loop is fun. I hate the moment when I heal enemy  and throw fireball at my feet xDDD. Congratulation, well done

Submitted

Really good, and really polished! It is very satisfying to rack up polish. And the art and animations feel like a fully complete game, and not like it was made in 3 days. Good job!

Submitted

Really cool game. I like how it pushes you to go fast while adding more and more enemy abilities you need to worry about. I wish there was a way to remove a card from your deck though

Submitted

Very good game, just think some more explanation (I.E a tutorial in the game) would be better

Submitted

Very well considered use of the combo meter as a way to make you want to go faster, but not making it a loss condition.

Great Job!

Submitted

Really loved this. I wondered why it was getting so much attention but I definitely see why after playing! Well done

Submitted

Inspired choice to put things that target you in the same flow as things that target the enemies and make cards live mashing.  Really quickly enjoyable and could feel myself sinking hours into this.  Nicely done!

Submitted

Really coooool 

Submitted

Really Cool art and felt really juicy!

Submitted(+1)

I'm amazed what people can do in such short time. I love that you have to be fast but also strategic. Nice job!

Submitted

Played the entire game and wanted more! This was awesome!

Submitted

For being a game made in 4 days this is insane, keep up the good work! I'd love to see a full release of this

Submitted(+1)

Insanely polished, and quite fun! I managed to get to the end with a random deck that got me some good stuff to start out with.

The combo system is pretty interesting; it added a lot of pressure to make decisions quickly, and mapping all the controls onto arrows/WASD (even the menus!) was inspired, since it created a very seamless UX. 

I was a bit frustrated with being able to accidentally shoot myself with a fireball, or heal an enemy. I'm not sure there's anything to gain from being able to do that (unless there are some builds I missed?) so it feels like it's just arbitrarily punishing the player. I wonder if having healing always target yourself, and maybe having attacks with up attacking a random side would be a better experience for the player?

The enemy variety was great, though they all had so little HP that it didn't really feel like I needed that big of a combo to deal with them. Perhaps I'm misremembering enemies towards the end, but either way, I never really spent any effort figuring out who is the best enemy to attack at any given moment, except when counting number of enemies per side for AOEs, or the mirror specifically. I.e. it feels like the player should be rewarded for getting a high combo, such that they're able to beat enemies they couldn't otherwise beat?

(Also, art and music was incredible.)

Developer

Thank you so much for your feedback and for playing our game!

Regarding the possibility of “killing yourself” - this was the original idea. The counter gives power to the player, but at the same time it is completely unnecessary for progress. It's like gambling. It sounds a little paradoxical, but during playtests this is how we were able to achieve the most vivid emotions. When a player killed himself at a high tempo.

Submitted(+1)

Great job! Art, the sfx, gameplay, general flow. This game has some wonderful balance between the mechanics. I got pretty far in my run and then made a mistake and killed myself hahaha. 10/10 would flameball my own face again. Great work!

Viewing comments 60 to 41 of 130 · Next page · Previous page · First page · Last page