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A jam submission

Trust No ThiefView game page

Some cards are secretly undercover cops. Can you spot them before the next heist? [deckbuilder. deduction]
Submitted by Vurik — 4 minutes, 51 seconds before the deadline
Rated by 35 people so far
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Trust No Thief's itch.io page

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How does the game fit the theme?
Build a crew team using cards, however some cards are secretly undercover cops. Detect the cops and eliminate them.

What code and assets did you not make from scratch during the jam (if any)?
Sounds & music are from asset packs.

How many people worked on the game?
1

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Comments

Viewing comments 36 to 21 of 36 · Next page · Last page
Submitted

Very, very nice! You incorporated social deduction and deckbuilding, and actually made it really fun! Every round was like building a custom trust logic puzzle! It got really difficult to figure out the actual imposter when there were two cops at once. My favorite method was stacking drivers to figure out who to mistrust. If only one driver saw an imposter, he could be the imposter! Mark both and see what happens. Watchers were really powerful, but didn't make enough money.

Art and sounds and animations all folded together very nicely. The bonuses from poker-like combinations were a nice surprise too. I think that if you added a bit more content in terms of types of cards, and a bit more control of the upgrading and knowing what the roles + names of the cards were, you could build this out to a full game.

I ended up not making quota at 234/250 - but had just weeded out the last undercover cop

Developer(+1)

Thank you a lot for playing the game and such   detailed feedback! Getting to 250$ quota is honestly very impressive!  :D

Your driver strategy is  just the kind of player-made strategy I hoped for when creating the game. Really  appreciate your time and effort to go such into the game details!

Submitted

Overall, good job!
The visuals work well (someone mentioned in the comments about adding more visual indicators or icons along with the text, and I agree, I was playing on split screen at some point, and it was harder to read what is on the cards. Otherwise, it works).

I was a bit confused about how things work. For example, I was unsure if eliminating 0 cops would affect me and how (maybe I am just bad at this, lol). The cards mention different abilities, but at times, I found myself randomly picking them and wondering if there is a strategy I am missing on (besides the combos of duplicate cards for better payoff).
The instructions mention that removing innocent members can hurt you, but I never quite got how or when it happens. Maybe some further indicators on how well you did (or did not do) at the end of the round (s) would help. I'd also consider adding a 'start over' for abandoning progress and restarting a new heist.

I will probably try playing more to see if I do better. Other than that, good job!

Developer

Hey, thank you very much for the detailed feedback! I was originally planning to add a proper tutorial and clearer feedback but unfortunately ran out of time during the jam.

The main idea is that undercover cops give no payout and always lie in their hints. Eliminating an innocent card means losing that cards payout. Also if it was part of a "poker combo" you could potentially lose the combo bonus as well. So eliminating the wrong cards can make reaching the quota much harder.

If there are no undercover cops among the cards you played, then not eliminating anyone is completely fine.  And there is a text which tells you if there are any undercover cops among heist cards.

You're also right that the game doesn't really communicate how good or bad your decisions were besides the final payout/quota. That's definitely something I'd want to improve with clearer indicators and feedback if I continue working on it.

And a restart button is a good suggestion too. Thanks again for playing and taking the time to write all of this!

Submitted

Cool concept! I liked the mix of deckbuilding and deduction. It took me a little while at the beginning to understand how everything worked, but once I got it, the gameplay became much more enjoyable.

Developer

Thank you!

Submitted(+1)

As a card game enjoyer, I had a blast with this one. Good job!

Submitted

Such an addictive game absolutely loved finding a strategy to figure out who the cops were!

Submitted

Really nice concept. Making little Avatars instead of cards might make it look even nicer and you might not always have to read the text again if certain avatars always have a certain ability. But even without this visual upgrade this is a very solid idea for this jam's theme and it feels polished. Nicely done!

Developer

Hey, thank you for your feedback. I was planning to draw icons for cards initially but I'm not an artist and as I worked solo I ran out of time. But yeah I 100% agree that they would make it simpler and nicer. Thank you for the feedback!

Submitted

totally get that. it works this way as well. :)

Submitted

Really liked the deck building idea, got pretty addictive lol. The UI and visuals fit the theme really well too. Nice job!

Developer(+1)

Thank you!

Submitted

I really liked your deck building card, honestly pretty addictive, liked the UI and visuals as well, it pairs nice with the theme, great job !!!

Developer

Thank you! :D

Submitted

Really nice deck-building game! Turning the concept of a heist and undercover cops into a card game is super unique!

Submitted

Very innovative card game! Now I want it to exist with IRL playing cards. Played it on stream today and had fun. Thanks for showing to us. :D

Developer(+1)

Hey, I  saw the stream really appreciated! However you missed a few points from the game that didn't let you play to the fullest. Basically undercover cops ALWAYS lie and if a driver card which tells a card is safe becomes an undercover cop it will falsely accuse other cards. Also combos are formed just like in poker so that's how you get extra money. But really appreciate the feedback!

Submitted

Oh that makes sense! I knew I'd missed something because the lies/truth aspect wasn't adding up in my head. With that said, it's cool that the game mechanics are solid enough that I still had a good time playing it!

Submitted

loved the triple driver combo bumping my estimate to 71 and then the cops gutting it to 13, the watcher testimony pointing at card 2 was the clue i trusted and it paid off. deckbuilder plus deduction is a really clean mix, nice work

Developer

Thank you!

Submitted

Nice deck-builder! I worked with a team on a deck-builder for GMTK iirc. I also really like the soothing nature of the music, as a composer myself. Really solid entry, good work! Only suggestions would have been art for the cards and an either picture or interactive tutorial.

Developer(+1)

Hey, thanks for the feedback! I 100% agree on the tutorial and art for the cards but I  worked solo and ran out of time :D

Submitted

Innovative take on deckbuilding games with the idea of eliminating cops that just really makes fun and brings lots of cool twists

Developer

Thank you for the feedback  :D

Submitted

Initially I had to get how to play but when i figured it out I liked the mix between deckbuilding and deduction, especially the idea of having undercover cops hidden among your cards. The gameplay loop is simple to understand but still gives you interesting decisions to make between heists. I also liked the tension of having to decide who to trust and who to eliminate. 

Developer

Thank you for the feedback, appreciated!

(+1)

Game was kinda hard at first, but when I got the hang of it become enjoyable!

Submitted(+1)

Love the concept! Merging a deckbuilder with a hidden role deduction mechanic is such a cool and unique twist. Awesome job!

Developer

Thank you!

Viewing comments 36 to 21 of 36 · Next page · Last page