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A jam submission

AEZIOView game page

​A roguelike card game where you count down, down, down.
Submitted by Yousurname (@NalaFala38290) — 2 hours, 51 minutes before the deadline
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AEZIO's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#73.9443.944
Fun#73.8893.889
Audio#94.0004.000
Graphics#114.1114.111
Gameplay/Design#123.7783.778

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

Submitted

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!

Submitted

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.

Developer(+1)

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.

Submitted

This is really fun! Lots of potential here.

My favorite bits:

  • Super polished. The little UI touches like the burst FX when you click are 🤌
  • Good amount of variety! Things like upgrades helped add some depth of strategy and prevent it from getting stale too quickly
  • There’s a ton of gameplay systems at work here considering this is just a jam game! Everything feels pretty well balanced and the combos and upgrades interact nicely.
  • Satisfying gamefeel. The SFX and little UI touches really feel impactful (I like the “Play selection/queue” SFX

A few notes:

  • It could be fun to be a bit more generous with currency and upgrades. Since there’s so much luck in the game anyway, it’s nice to be rewarded just for surviving a round. I found myself struggling to make it further than ~10 levels - which may be intended - but that also meant I was less willing to take risks on buying expensive upgrades to try new strategies.
  • The font is super hard to read. It matches the pixel-y Balatro style nicely, but (for example) the word “Common” on the upgrade panels doesn’t even look like text.
  • 29 steps is a LOT for a tutorial. Each panel is short, which is nice, but I start sweating whenever I see “Part 1 of 29” on any game’s tutorial. That said, it moves quickly and generally makes sense!
  • The tutorial can get a bit “dev-speak” at times. Like when it explains wildcard combos, it says something about “ 9 8 * 6 is unambiguously 9 8 7 6 so it’s worth X points”. While grammatically correct, it’s usually good to keep tutorial language as simple as possible since the people who need the most help playing are also the ones who may struggle to understand more complex descriptions.
  • Scoring was a bit complicated. I never quite wrapped my head around how it works. It’s nice to have it auto-calculated for you on the side panel, but I wasn’t able to plan my moves super well, because I was never quite sure how the scoring was going to shake out once I hit Play. For example: it isn’t made super clear that your score is 1pt for the first card in your queue, +2 for the second card, +3 for the third card, and so on. There’s a line touching on it in the tutorial - but I had to re-read it a couple of times to really understand what it meant.

Hopefully some of this is helpful. Nice game, and I hope you keep working on it!

Developer (1 edit)

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.

Submitted

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!

Developer(+1)

I will be looking into ways to expand the main gameplay loop and add more juice to the game!

Submitted

Video Review:

Submitted

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!

Developer

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.

Submitted

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

Submitted

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

Submitted

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.

Developer

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.

Submitted

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!

Developer(+1)

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!