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A jam submission

Luu-IOView game page

The Movement Deckbuilder Horror
Submitted by BestLizard — 16 hours, 39 minutes before the deadline
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Luu-IO's itch.io page

Results

CriteriaRankScore*Raw Score
Narrative#153.2133.520
Gameplay#213.3963.720
Interpretation of the Theme#223.8344.200
Audio (Music and Sound)#263.1043.400
Art Direction#352.9213.200

Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team Members
BestLizard - Lead, Programming
ScalesInLight - Level Design, Art
Ethan - Original Music
John Elliott - SFX
Val-Triplicate - Story

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Comments

Submitted

This is a really cool game! I love the concept you went with, very unique idea. Felt very clean too, didn't notice any bugs in my playthrough, and the ui and feedback was good enough that I never really felt confused how anything worked or what things meant. Music also was nice while not getting too repetitive. The only real criticism I could give is just that there could be a little more use to having the backwards cards and ones with more complex movements over just the smaller precise ones, but that's nitpicking. Overall, great job!

Super interesting gameplay!

Developer(+1)

I remember you from Twitch! Woah!! Thank you <3

(1 edit)

Very interesting concept! Reminds me superficially of Cobalt Core haha ^^ I really liked the fog texture on the transition panels and the texturing on the cards. The enemy models were good and creepy, and I liked the peaceful but spooky vibe of the music. I also really appreciate that the music never felt too repetitive. I did feel the game was a little rough around the edges mechanically; I think the main pain points for me were:

  1. It somewhat difficult to judge how far a card would take me or if I was positioned correctly to hit a coin or dodge an obstacle, and it didn’t seem like there was a way to check behind you for moving hazards; the game could potentially benefit from a tile-based setup and mayybe a top-down view or at least a way to rotate the camera
  2. Most of the game was just cycling through cards until I got a forward or maybe a dash left/right. Backwards and non-dash left/right cards generally felt like they just landed me in very awkward positions.
  3. I think the moving enemies were not very compatible with the randomized hand; it felt very common to end up with a hand that couldn’t really execute the necessary evasive maneuvers, even with interruptions. That being said, I definitely still had some fun with it. I do think it’s a good start towards something pretty unique ^^
Submitted

This is a real interesting one! At first I found that I just needed to cycle until I had forward cards. I think that although having a single re-used corridor was a good choice for time, it did mean that backwards cards had no value unless you got stuck - plus a few times the game was kind enough to let me just hop onto a crate. BUT once we got a bit further and started having moving obstacles and enemies then it came to life. Then it became a game of timing my moves, trying to find easy paths and cycling through moves that wouldn't kill me (going right into a wall to remain in place for example) until I draw a forward or direction card that would get me outta trouble.
 
The upgrade system is pretty neat! At first I was gonna say that a longer walk isn't always desired, but then I realised we had dash cards >> that were perfect for smaller movements to dodge an enemy or obstacle. 

I would love to see this idea approached where moving in all directions was more valuable - but I think for the purpose of an early experiment limiting it to a forward corridor was the correct choice.

The monsters, though I assume stock assets cos, are implemented well. Especially the ones with the red lights so you can see how close they are to you. That provided some really good tension and dramatic moments.

The little story broadcasts in between were perfect and exactly the motivation I needed to keep playing. Though yes rough in a lot places I think there's a lot of really successful elements here. 
(+2)

This game was really neat! The concept was a bit rough, but super interesting to play. If y'all were to take it further, I think it'd work great on a tile-based movement grid. Building a movement deck to dodge monsters is a cool idea. Would spam forward cards to run towards the door again

Submitted(+2)

Very original! The use of deckbuilder mechanics in a horror game is definitely something I've never seen before.