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Active Time Card Battle's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #2305 | 3.733 | 3.733 |
| Enjoyment | #3638 | 3.133 | 3.133 |
| Artwork | #5133 | 2.933 | 2.933 |
| Narrative | #6277 | 2.133 | 2.133 |
| Audio | #8374 | 1.867 | 1.867 |
Ranked from 15 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 cards take time to cast instead of a cost. Each turn they will count down until they are cast
(Optional) Please credit all assets you've used
https://bikegol.itch.io/2d-rpg-monsters-pack-pixel-art-retro-game
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Comments
Very cool, the time mechanic really adds a new layer to the turn based strategy. I also like the deckbuilding part. Really fun and original game, good job!
Having a single timeline to decide when cards are cast is a cool interpretation of the theme. Since shields drain over time, and you only see the next three moves of the enemy, I feel like there must be some kind of tricky strategy one could figure out to do well in the game. It definitely has potential.
I do wonder whether some kind of overall timeline indicator would make the game easier to understand, but at the same time, just placing a clock on the card and requiring the player to do mental arithmetic is part of the challenge.
Yeah at first I was considering to make a singular queue (when I planned to have more than one enemy each encounter) but I couldn't find a way to make it intuitive to visualize who was performing the action, especially with concurrent moves
I really liked the idea!
fun game, at first I didn't how the show worked for first 2 items but when did figure it out it didn't seem like there was much value as the card just goes away after you use money on it. It also didn't feel like there was much strategy to the game and more so just felt like you were at the whim of the cards you got. I also didn't until quite a bit that you could draw a card
Thank you for the feedback!
Yes the shop is a bit unclear on its effects, I made it at the last minute and working on fixing a bug prevented me from making it clearer on its effects, I was extremely close to discard it as a whole instead.
While I like the idea and the mechanics you present, I do feel like the balancing is a bit off. It is also kinda hard to gauge what and when the enemy will act, especially with the "reduce time of next card" cards and how they activated.
I'd love to see a more fleshed out version of your game, as I think at the core it's got some potential!
Great work getting it submitted :)
Thank you for the extended feedback!
I kinda agree that the concept of the Haste card was a bit poorly implemented, I wanted to polish it more (especially for the cases where it makes the next action cost 0, casting it immediately)
But I'm glad to see that lots of people here agree that the idea itself is nice, it just needed a better implementation!
I think the idea is fun but the game is just boring
I liked the idea of a card game with an action queue, but I didn't understand how the time on the cards works
Nice 👍
I think the game would be more engaging if the player didn't have 5x times the health of the enemies. It gets a little stale fighting multiple easy fights in a row. I think every fight should be separate and more difficult.
Yes the balance is all over the place, at some point I had planned for the enemies to keep scaling the longer you got (with weaker ones becoming stronger versions of themselves) but I was running out of time to polish it and had to remove it
Very cool game! Very well done for someone who joined late!