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Pokemon X Slay The Spire (incomplete)'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Sound/Music | #239 | 1.600 | 1.600 |
| Controls / UI | #239 | 1.800 | 1.800 |
| Overall Fun | #245 | 1.600 | 1.600 |
| Art / Graphics | #254 | 1.400 | 1.400 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Ai Usage
Human made
Genre
Strategy
Turn-based | Card Games | RTS | 4X
Rating
Family Friendly
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Hey! With FQ9 ending soon, I wanted to let you know that I won't be able to cover your game until after the event. If you're okay with waiting, just keep the game on the event and I'll be getting around to it over the next couple of months or so. :)
Maybe need some intuitive guide, besides , the art assets seems to have risk of infringement?
Played on Windows 11 in Chrome.
Obviously this is very much a prototype of a prototype, but I think it was shared too early for meaningful playtesting. The UI elements were so small that it took me way too long to understand how to interact with anything. I felt reasonably confident that the title alone would prepare me for the basic loop, but I still could not figure out how to begin the first battle. Charmander and the enemy Charmeleon appeared, but there was no clear prompt, card interaction, or next action. Pressing Space brought up another unclear screen rather than moving the battle forward.
The itch page also gives players no description, controls, screenshots, explanation of what is currently implemented, or guidance on what kind of feedback you need. I would focus on building one complete battle with clear onboarding before asking more people to test it. The idea could be cool, but I was honestly a little annoyed that the game promised a combination of Pokémon and Slay the Spire, two things I really like, and I could not get through even one encounter. Also, if this grows beyond a learning prototype, I would develop an original identity instead of building the public project around the Pokémon name and assets.
If you have two minutes, I would still appreciate a playtest trade on BEAT BAES. At minimum, I promise the spinning mechs will actually hit each other.
Start an extremely real mech battle · Tell me where the turn breaks
Thanks for taking the time to play. its very early in development (only about a week), I submitted it to the jam so I can work on it during the rating time. I added some things that hopefully clear up how to play a bit.
I notice in your screenshot, the elements are not showing up as expected. I tested it at 1080p, are you using 1440p?
Please update your entry with at least a screenshot for cover, and a few screenshots to tell us what game it is.
I know you said it's "incomplete," but I don't think it even works. I clicked on some cards and they disappeared and then I clicked on the map and it started a fight and the card on the right just kept rotating forever. I could open and close my deck but nothing else.
I hope you get it working someday!
What device were you playing on?
Windows 11.
Sometimes it's a different screen where you can click one of two mons to make 3 giant red plus signs appear.
Ok i see now. I think its working as expected. There are different encounters. The one with the dissappearing cards is actually adding them to your deck. And the plus signs are items that you assign to your creatures. The combat encounters are the godot icons in the map.
Its VERY bare bones right now and nothing is explained. I just uploaded what I had ready and I plan on releasing updates that make things more clear.