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AEZIO's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #7 | 3.944 | 3.944 |
| Fun | #7 | 3.889 | 3.889 |
| Audio | #9 | 4.000 | 4.000 |
| Graphics | #11 | 4.111 | 4.111 |
| Gameplay/Design | #12 | 3.778 | 3.778 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What would you like feedback on?
Anything except balancing and gameplay features (those are for a future update)
What did you update?
See devlog
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Comments
Once i got the hang of it, it was extremely cool! This was extremely addictive. The juice is on point (kinda reminds me of Balatro too)
I cannot stress how much i love the art and the graphics of this, along with the amazing color choices. I love the upgrades and the boss fight. Juice can always be better and maybe the music. Sound effects are awesome though!
Exceptional game!
This game's artwork and sound design is absolutely incredible. Looks like you're going for true pixel art look, and I know that's challenging with the font sizing, but it really look gorgeous in this game. Everything from the cards to the menu elements look sleek, but the tooltip design and and the legendary text are my favorite visuals.
I think the tutorial works pretty great, it would be even better if it let you transition to a full game instead of having you start over. The boss levels could stand out a bit more I think. Maybe a little intro before you start the round or something.
The gameplay is fun, but can feel repetitive after you get the hang of it. I think more gameplay choices would help. You can always add more upgrade options, but I think you need a different "dimension" of depth like ways to modify your deck, or some interesting options in the queue . The card design reminds me a lot of Uno, maybe you could consider adding the reverse card to let you count back upwards (don't sue me M*ttel).
p.s. I saw you mention shorting Common to Comm, to get that looking right, could you go for "Basic" instead? It might look more readable.
The main reason I wanted the tutorial to be self-contained was that it’s based on the same random seed each time, so that could be exploited in gameplay. I’ll look into ways of making the boss levels stand out more.
Upgrades that modify the hand/deck have been thought about and were intended to be implemented in the jam version but never made it in due to time constraints. They are planned to be added to a future update, along with other card types I have thought about, and extra gameplay features like rerolling and maybe a hold system (like Tetris). UNO was the main inspiration for the card designs, but allowing counting up would make it not fit the original game jam theme anymore (Count Down), although I do know that the game’s design isn’t directly tied to counting down specifically.
Basic wouldn’t be a rarity anymore would it? “Normal” could be an option maybe.
This is really fun! Lots of potential here.
My favorite bits:
A few notes:
Hopefully some of this is helpful. Nice game, and I hope you keep working on it!
I almost thought the income was too forgiving because people were ending up with hundreds after having nothing to buy after filling up all their slots. You do get extra for each boss round you pass, but it’s negligible on earlier rounds. Due to somewhat poor balancing, upgrade cost does not exactly correlate to worth, so you can get pretty far with only cheaper upgrades.
Trust me, the font was even harder to read in the original jam version. I can’t really improve upon it much more without increasing the resolution of the whole game. “Common” had to be squished down to make more space for longer upgrade names like Scraps to Savings. I suppose I could also opt for making the text box wider or using an abrieviation like Comm.
The jam version’s tutorial was a lot shorter, but it was also a wall of text that turned many players off. I will try to maybe shorten it a bit and make things clearer.
The side panel shows you exactly how many points you will get after playing a selection/queue. The queue row shows how much you get for playing the queue after playing your selection. Individual card scores aren’t too important yet, but I suppose it does help to see how adding or removing a card can affect the score. You can see how much each card scored in the little +x text effect when you play it.
This looks amazing! The art and polish are top notch.
There is a bit of a learning curve, and the tutorial is a bit texty, but I got the hang of things by my second playthrough. Maybe I would like to have a few more decisions at my disposal than just discarding the pile vs playing the current cards. The upgrades are probably meant to do that, but you have to learn more about them to fully grasp their potential and how each affects the gameplay. Right now, it felt like the main gameplay loop might be less relevant to the outcome than luck and the upgrades you pick, which might discourage new players, as these are out of their control or current knowledge level.
I would like to have more dopamine boosts here and there to keep me going. Maybe some flashy bonus if you play a straight/flush of 3 or 5 cards in addition to the whole sequence/queue. Have more things to keep a lookout for to keep me busy, and rely less on upgrades and luck.
Curious to see how your game evolves. Cheers!
I will be looking into ways to expand the main gameplay loop and add more juice to the game!
Video Review:
Very well polished game. The tutorial was really needed for me, and I still didn't get everything. Please add the option to go back in the explanations!
I also wondered whether I encountered a bug. Maybe I just didn't understand something, but given that I had an extra that was supposed to give more points for four colors, I was not expecting to get less when adding the fourth color (see screenshots).
The rules for the boss fight were also not very transparent to me.
The audio got on my nerves to be honest. The graphics are very stylish pixel retro charm, but for me a bit too pixelated, maybe. But it's a matter of taste.
In total, a nicely designed and smooth game, congratulations!
The tutorial is kinda hastily put together as it’s just a regular playthrough with a fixed seed that restricts what you can play/discard for the first steps, so adding an option to go back would be difficult (other than within the same set of text boxes).
Your selection in the second screenshot only contains 3 unique colors (blue, red, and yellow), so the upgrade does not apply there. You get less points from it because 9 8 7 gets the sequential bonus (+1 mult), while 9 8 7 5 is no longer sequential.
There are currently only three possible debuffs that boss rounds can have: “Wild cards cannot be played”, “Decrease queue mult by 1”, and “Not allowed to discard”. I suppose “Decrease queue mult by 1” is the most unclear as instead of a restriction in the player’s actions, it just decreases the queue mult by 1 (usually the queue mult starts at 2, but the debuff makes it start at 1 instead).
I assume by audio you mean the music. I was wondering why nobody complained about the music as I’ve always found it insanely repetitive. Maybe if I can up my music skills the next version will have a more listenable track.
Ah, I get it now!
"unique colors" wasn't clear to me.
And yes, “Decrease queue mult by 1”, was the "contraint" that I didn't get.
Regarding the music: There are *tons* of free music assets to choose from on the web. Pick some and make that part awesome in a few minutes. :D
Ah, I get it now!
"unique colors" wasn't clear to me.
And yes, “Decrease queue mult by 1”, was the "contraint" that I didn't get.
Regarding the music: There are *tons* of free music assets to choose from on the web. Pick some and make that part awesome in a few minutes. :D
I'm admittedly not the best at analyzing this type of game, but I feel like this leans a little too close to being luck-based? The furthest I got was about nine rounds, and considering the score requirements keep increasing but you're limited in how many upgrades and plays you have, it felt like I hit a ceiling at some point where I was reliant on just getting good hands. I was still having fun with it for a little while, and the visuals are great.
People have gotten all the way up to Round 26! It’s certainly possible to pass further rounds using the overpowered combination of the upgrades Uno/Zwei/San and Blast Off. Balancing is planned for a future update.
Really liked the UI and animations! the tutorial was nice, tho it did feel a little long, maybe you can skip the whole play to round five and jump to the boss instead?
the powerup designs look really cool. my only real complaint was the menu transitions, they felt slow. maybe add an option to remove or speed them up.
Really good game otherwise Great Job!
The gap before the boss round is for the player to put what they learned into practice for a few rounds before having a debuff put in place in the boss round.
I’ll consider adding an option to speed up animations in a future update!