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A jam submission

Bound TogetherView game page

Roguelike card crafting game
Submitted by Justin D Wilder — 6 days, 6 hours before the deadline
Rated by 12 people so far
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Ai Usage

Human made

Genre

Strategy

Turn-based | Card Games | RTS | 4X

Rating

Family Friendly

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Comments

Submitted(+1)

What a fun game! I really enjoyed this -  Combining cards by stitching them together is such a fun idea and I appreciate how it ties the mechanics and aesthetics together so simply and cleverly.

I've never played slay the spire before, or any slay-the-spire-likes, so as someone with no prior knowledge of the genre, I think you did a really good job at explaining things intuitively. I was never confused at what was happening or why things were the way they were. I really can't think of any good criticisms or feedback to give... Maybe a lame answer but everything was rock solid!

I'm so excited to play more of this! Powering up cards was super fun, and I can imagine that there could be some very satisfying emergent moments where the player is able to create a real OP card and have a killer run. Just a lot of fun!

Also, as someone who loves a good unreal engine shader, the cross-hatching shadows look REALLY good. Nice stuff!

Played it here on stream around 4:30


Developer

Thank you so much for trying it out, it sounded like you streamed it, so sorry I wasn't there. I thought I was keeping tabs on all the streamers involved in the jam, but I must have missed you T_T Super appreciate the VOD, it was very useful. I was able to catch 3 bugs which need to be fixed from your playthrough, but happy there wasn't anything that impeded your enjoyment. 

Yes, that is the hope with card crafting. As I add more and more I am excited to see what powerful things people come up with. And yeah the cross hatching took some work but really happy with where it finally landed, and I felt it fit super well thematically with everything being hand crafted.

P.S. Glad you escaped your Cujo situation

Submitted(+1)

This is a really cool concept for a rougelike deck builder. The theme, art and music are all really well done and make the game feel really good. The concept of combining cards is also a interesting game mechanic. It adds a lot of replay ability and potential combinations to the game. I feel like more healing effects, cards to shuffle your some/all of your hand or more debuff cards would really help with strategy. Really enjoyed the game and look forward to what you do in updates, great job.  

Developer(+1)

I am glad that you enjoyed the theme and how it tied in with the mechanic of combining cards. Combining cards was the core idea I started this project with, so I am glad it is compelling to others as well! I definitely have plans to expand on the cards and effects that are currently there. Was there any effect you were hoping/expecting to see but didn't? 

Thank you for checking it out and sharing your thoughts! 

Submitted(+1)

Depending on what you are going for with this game it may not fit but I really like buffs and debuffs. Part of the fun of these turn based games for me is the choice to influence the numbers through decisions. Feel like with your combining mechanics it could also be really cool, a shield with a attack buff for example. May be overpowered but in a rougelike sometimes having options like that could be fun. 

Submitted(+1)

Solid game! I put together a video review of the game and am going to send it to you once it's uploaded. Keep up the good work!

Developer (1 edit)

Oh awesome, can't wait to see it!! Thank you for doing a review :D

Reviewed the video, really appreciate your suggestions and bug finds! Thank you for the recording, it really helps a lot :D

Submitted(+1)

A rare gem of this Jam, had a lot of Fun playing this.

Overall Fun: It suddenly is a game of the one of my favorite genres but covered with an unusual idea. "Hearthstone" but only Your Hero on a table? Why not? Or maybe You has an inspiration from "Slay the Spire"? I could say: it worked.

Graphics: Power of UNREAL ENGINE! The work with rendering, materials, animations, are Out of This World! I haven't succeeded to achieve this quality in my game. Visuals are absolutely Banger here!

Controls: Mouse Cursor only. It is such simple. Nothing more was needed.

Sound/Music: It exists. Human made, not AI. It worth.

===

The Big Point (Hello Fairy!)

After the second Encounter, when returned to the map, the description of icons was Hidden (not Visible), so for the next turn I had no idea what is on the next node (despite I remember Green Crown icon stands for a story quest). Maybe it's just a little mistake somewhere, because the description was Visible on every next return to the map.

A very low amount of Gold earned. When reached the Tailor Shop (Scizzors sign) at the end of the map (next node was a Camp, then Boss) I did not have enough money for some goods (I had 125/180).

I may be mistaken, but does the Bite card (Deal 4 damage, heal by 5 if this attack kills) heal when used against Boss? Or I just had a brain lag, lol?

By the way, yes, it's no sense to collect AOE cards (low damage to a group). In regular battles, there are many enemies with big amount of health and armor. Leaving a s scratch on each enemy is useless, you rather buff Your damage and use two strong cuts on a single target and defeat it. In boss battle, there is a one Boss, single target, AOE becomes "low damage to the one", of course You want to have "BIG damage to the one" instead. 

Developer

Definitely gameplay based on Slay the Spire, but I have played so many card games over the years that all inspired some aspect of this. I would say the biggest influence from Hearthstone is that I loved the concepts from Hearthstone that are just impossible/awkward to replicate in paper games. As much as I love Magic the Gathering, there are some things that are just only possible in digital card games. I felt Hearthstone used that to its advantage and really celebrated the digital environment and I really wanted to do the same. Probably the biggest are transform cards (likely unseen in the demo) where actions throughout the run accumulate, ultimately causing your cards to change forms. I would love to hear if there are any cool things that Hearthstone does which I could incorporate in my game ^_^

Thank you, I really worked hard on the visuals recently, and got back to my roots. I studied 3D graphics in college, but hadn't touched it in a decade, so working on this game has been really great to return to it. :D 

Ah yes, I think I have this legend bug recorded somewhere, but accidently mis-categorized it so I didn't resolve it in this build. I will pull it in and see if I can patch it out. 

I will revisit the gold, it definitely feels bad if you don't skip any fights still being unable to purchase some cards at the shop. Should be an easy adjustment. 

Nip very well could be bugged, healing cards were all recently adjusted so I might have missed something. Was it just the base Nip card, with no modifiers? And only happened during boss fight?

Yes, the plan is to get a broader variety of enemies which make having at least some AOE cards a good idea. Plus the strategy of adding status effects to AOE cards can be a powerful one. But I agree the current Act 1 setup does not showcase their value well. Noted. 

Thank you for taking the time to try it out and leave your thoughts! 

Submitted(+1)

Answering the question above: Yes, Nip card was basic, not modified, as the card self has its own restriction to its max potential, therefore adding another conditions to it doesn't have much sense. I am not sure it is something wrong with Nip card in certain, but after playing many cards in my hand plus Nip on a boss, I thought "Wait, am I healed? What happened?". I am not sure, maybe it is just my brain lag, OR I really got a healing effect from something I just played fast without thinking much. Needs to be checked, I may be wrong, sorry. 

Submitted(+2)

First the good:

-The first nodes are very good at introducing the game's unique mecanics
-Binding animations are cool. It is a good thing that they can be skipped, as I don't see myself watching them more than once per run.
-The aestetic is quite unique

The big point:

The game balance seemed off to me. With the binding/upgrade mechanics, the idea is that you want to quickly combine your skills together, forge a few powerful attacks and use card removes to get rid of extra attacks so you have a thin deck full of crafted powerful cards. Why not, it gives the game quite a different gameplay feeling compare with let's say slay the spire. My problem is that the game keep proposing in its card rewards a lot of cards that doesn't seem to justify their inclusion in the deck by themselves (except may be reckless assault who is the only high damage card I remember). For example cards like "deals 1 vuln to all enemies", "deal 3 damages to all enemies" or "next turn get an extra bead". It feels very weird that the cards the player can get have a very difficult time comparing against the basic block or the opportunity cost of simply combining two blocks. Attack augment follow the same pattern, why pick one when you could combine two blocks and card remove an attack?

The rational move is to skip card rewards until you get something really interesting or until you have already combined everything (and added a knob to every cards, for good measure). At least with this demo, the game didn't give me a reason to act in any other way, hence how I finished my runs with so few cards. Once a strong deck is assembled, basically nothing can perce through my block-blocks, not even the boss. I just need some extra damage.

In short, I don't know where you are going with the balancing, and since I don't have the full picture and can't say how much of a problem it actually is. I just wanted to share my thoughts on the matter.

=== Some other minor things I noted ===

It is very counter-intuitive that a cantrip card combined with a non-cantrip card doesn't cost 0.

Reckless assault being a skill seems like a big flavour fail.

Me trying the number change node:
-Wait, I only gain 3 on one of the two numbers of my block-block card?
-Wait, why can't I go back to choose another card?

Seymour enemy: It is very hard to keep track of their damage, as you need to take into consideration the hand discard (and possible reshuffle). I would suggest to use the scrap size when "end of the turn" is pressed instead.

The anchor has the same "hand discard at the end of the turn" confusion. Also, I don't think it should trigger the reflect effect, as the player will likely not realise that the anchor will deal damage at the end of the turn.

I saw the scrap pile saying it is empty when it wasn't (I think it was when there was no card in it at the start of the turn, after I just played one card)

Be wary with healing even if it up to 20HP, some degenerate people may stall fights until they get every scrap of heal they might get.

Conclusive: The "deals 5 extra damage" is not reflected on the card damage value, which is very confusing

Stretch => attack point => you mean attack bead?

Developer

I'm glad you liked the intro and aesthetic ^_^

Yes, the trouble is that all cards need to be relatively simple so that they can be combined with others, but that can make them sound uninteresting when they are offered. I think my leading idea to address this is to simply disallow the player from combining a card with itself. By removing Block + Block, the player would be forced to take new cards if they want to take advantage of skill binding. Which should force the player into a more fun play pattern all around, and also make it a lot harder to turbo stack armor. Thank you for highlighting this issue!

Would you say the confusion is due to the fact that cantrip is a keyword? Or that it is unclear how the cost gets determined? The way it works is that the cost of cards is averaged together and rounded up. So a card costing 1 + a card costing 0 = 0.5 which rounds up to 1. Does that part make sense? Does it need to be explained in game? I was hoping being able to see the preview would be enough. I think it can be confusing because I have the cantrip keyword which just poofs. I just worry that it wont be very clear that a card is free without it.

What makes you say that Reckless Assault is a flavor fail? I don't think I want anything which deals damage to automatically be an attack, that is very limiting design-wise and makes skill centric decks not viable. What did you feel like makes a card an attack versus a skill?

Yes, I probably need some means of going back during the Magpie Event. Its a little clunky to implement so it was deprioritized. You can also choose a number that you cannot use, which is a higher priority. I'll try to address both issues when I revisit.

Agreed about Seymours, it's basically impossible to correctly predict. I think I will try your lock in EOT suggestion. 

I have also noted down the other small items to look for: anchor interactions, scrap pile bug, conclusive values, stretch outdated wording.

Thank you for bringing up your concerns on the balancing/problematic play patterns which can emerge. I think they can be a little hidden in the playtests because people generally try out different things, but if I don't address it and leave a clear optimal way to min/max the early game, then the replayablity of my game suffers horribly. I really appreciate the insight on that front!!

Submitted(+1)

-Banning Block-Block may be a good idea to solve the issue, yes. It would make the "plan" quite different. 
-I was convinced a combined cantrip would be free because of the keyword and because the effect of the base cantrip card was so weak.
-I don't have any problem with the fact that reckless assault is a skill per say, but I feel it should be called something else. Reckless assault evoke an melee attack card, not a skill card. Maybe something like "Barrage" (I am not good at finding names)

Glad you found my feedback interesting. ðŸ§š

Submitted(+1)

About "banning a Block Block", basically yes, you shouldn't be allowed to combine any two same cards, not only Blocks. This feature meant to be used to merge two different actions into one card, not to double-strengthen the only one certain.

Developer(+1)

Yep, I'm working on a patch right now which disallows combining of the same card. I think this will encourage more fun experimental gameplay and removes the simple strategy of block + block = win :P

Submitted(+1)

Good one, I'll try it again later down the line to see how it progresses.

I really like the setup, the graphics, and the all around LBP/Unravel vibe. It's a cute aesthetic and the other elements that come down the line fit into the theme too - like the binding mechanics (and the other card morphs) are cool, both as gameplay but also the satisfying animation that creates the morph action. I like some of the fresh card types and their design, and some of the relics too. There's also a good bit of satisfying moments, visual plus sound - deck shuffles comes into mind - all these tiny details add up <3 

You might want to test it on ultrawide; and don't worry, a lot of big title don't do this and it's an early build too. The end turn button action area being off by 60-70%, I have to click someone top right of the button or outside the button to get the hover click action. And on the very same topic, the map shows nice in the midle, I can see how much it was done for the FHD, but the edges of the screen are white. And there's some other overlays that don't cover the screen well on ultrawide. If you don't want to optimize for this, you can lock the title on full hd even on ultra wide, and have black left/right, rather than have the game be visually broken. 

We really like Slay the Spire 1/2, I  had a joke on your stream that we called Steamdeck "the Slay the Spire machine", bought the boardgame too. With this disclaimer out, I felt it was a bit 2 much like STS, from tooltips, to actions, to map and even the encounter/rest icons. Now this was a good thing for me to test the game, I felt at home, but as the game dev goes on maybe you could stray a lil bit more out of STS so I don't get this insta vibe that it's a 1-1 copy (I know it's not, it's just 2 familiar on some parts). 

All in all, a well thought take on the genre that has it's own DNA, keep at it and good luck with development. 

Cheers!

Developer(+1)

Ah yes, the ultra wide issue is known, thank you for bearing with it! I definitely need to do as you suggested and lock the resolution to HD to avoid the myriad of issues you have described.

It has been a constant battle to move away from StS (which is clearly what everything was originally based on) but I have done my best to pull from different inspirations so that it doesn't feel SO much like StS. For example, the buttons were inspired by the purple seals from Balatro, the binding mechanic was inspired by the fusions from Yugioh, the more simplistic card effects were inspired by Dominion, the archetypes were inspired by Magic the Gathering, and the transform cards were sort of a combination of meld cards from MTG and concepts from hearthstone. But at the end of the day, the gameplay still feels like StS. So I would definitely be open to any ideas to help it feel a bit different, or alternatively if there are any gripes or things you don't like about StS maybe I can differentiate by addressing those issues ;) 

Thank you so much for giving it a try, especially in suboptimal conditions. I definitely value the feedback from StS fans, as ultimately, I really do want to make a game that is interesting enough for StS fans to try. 

Submitted(+1)

Dominion <3 Didn't even knew there was a Steam game, we do have the old boardgame, 10/10.

Don't undersell your game (I would totally do the same haha), it's in a good shape and it has it's own DNA like I said. And bugs be bugs, always from 0.1 to 1.0 right? And it's normal to get inspired too. 

It was mainly where all the tooltips, flow, intents, map design and icons. Hell, even Slay the Spire 2 (I know you're avoiding it for now, you said it on stream) looks way too much like Slay the Spire 1 for my taste. I wish they took a bit of a risk and innovated a tiny bit more. 

On the other hand Monster Train took the recipe and added some of their things over STS1 (clear direct inspiration) to a point where it didn't feel like STS1. That's what I meant. Sadly if I had any good ideas on how to spin STS1, I would try it myself haha, but I don't. 

But I'm sure you'll find it piece by piece, especially after you are done with the 'base' game and ask yourself - NOW WHAT? 
Good luck my friend, fingercrossed!

Submitted(+1)

Longer written feedback coming later as I will be busy for the rest of the day.

Submitted(+1)

I liked the art style, and the gameplay was fun overall. I'm looking forward to the full release to see what kind of endgame deck I can build.

The learning curve felt pretty smooth. The descriptions were clear enough, and the combat encounters introduced new things at a good pace. I could clearly see how different enemies pushed me toward different strategies.

The binding system feels quite strong. If the full release uses something similar to Slay the Spire's three-stage structure, I'm a little worried it might become too easy to bind most of the deck into very strong combinations. (Since card deletion feels frequent now) It may just be something to watch as the full progression gets longer.

For QoL, I'd also like to see some hotkeys. I'm used to playing this kind of game with a keyboard, so having shortcuts for common actions would make it more comfortable for me.

Developer

Thank you for the interest and kind words! ^_^

Yes, I am actively working on ideas to ensure the powerful rewards don't trivialize combat. Thinning your deck while powering up cards makes you quite powerful quite quickly. My first pass at nerfing this is in the works now, I may even have it in the patch later this morning! I am making it so that instead of getting to choose any of the three post-fight rewards, they are preselected and visible on the map. That way there is overall a little less card binding, taking a modifier is more of a decision, and you can plan your route based on what you get. I think it will be a big win, but I will keep an eye on this issue and see if more steps need to be taken.

Noted down hotkeys in my QOL section of my task list. I used to have a couple,  but removed them due to bugs (you could end the turn in the middle of choosing which card to discard for example). Adding them and making them remappable will take a little bit of doing, so it's good to know that there is interest in that before taking it on. 

I appreciate your taking the time to play and leave your feedback :D

Submitted(+1)

That reward change sounds really promising. Making the rewards visible on the map should make route planning more interesting too, rather than feeling like a nerf to binding. Also, this might solve the other problem that I'm not sure when I'll get a card binding/button. I've seen Vault of the Void doing something like that—making it clear nearly every reward for the battles.

Looking forward to trying the next patch!

Submitted(+1)

Crocheting, particularly amigurumi, is one of my favorite hobbies. When Triston Griffiron recommended this to my partner, my partner passed it along to me knowing I would want to play if for no other reason than the crochet doll hero. Stitch is delightful, and I low key want to crochet my own.

The art is wonderful. I'm particularly fond of the sewing needle and thread and the pins to show who is going to be targeted by an ability. The animation when stitching two cards together and sewing a button on are quite fun, though I also appreciate that I can click to skip them if I wanted to. The sewing kit to end turn and the abacus to keep track of the number of abilities really helped add to the feel of the game. I really liked that when joining cards, the order you clicked on them changed the way the card look. It was cool to see the different ways I could combine two different cards. The enemies are pretty cute, and I like the way they are 'stuck' on the popsicle stick. I even like some of the playholder art, and felt it did a good job of conveying to the player what you have in mind for the finished project.

The volume wasn't well balanced. I turned my volume up because I could barely hear the music at the beginning. For much of the game the sound seemed fine, but every so often I would get a sound or a bit of music that was uncomfortably loud. It was most noticeable with the sound that played when sewing two cards together, in part because that particular sound was unpleasant for me. I played around with the volume settings on the main page, which did help a lot, but I still played the game with my volume set on the quieter side so the louder sounds wouldn't be too loud.

When I added a button to a Block Card, it would target the last enemy instead of myself if I actively used it. I noticed it with both a White Button and a Blue Button. I noticed it with the White Button on my first run, when I was still experimenting and figuring out how things worked, and with the Blue Button when I wasn't paying enough attention to the card to notice the button. I know the buttons add bonuses when you discard a card instead of using it, but it does seem odd that using it would benefit the enemy in this case instead of myself.

On one of my runs, I got the Poisonous Stuffing Treasure. Afterward, it seemed like I would sometimes take damage when I attacked. It wasn't clear whether that was do to the Treasure or something about the enemies I was facing, though I don't recall having taken damage when attack them before (the enemies were Ginni T. Poppins). Editing while doing another run: It was due to the enemies. I don't think I really acknowledged their Momentum ability before, in part because the other times I had faced them, they were with other enemies and focused on the other ones first. I was facing three of them, and one of my cards did damage to them all. I noticed that they all got poisoned, and then saw that my health was lower than I had thought it was, and connected it to the Poisonous Stuffing instead of the enemies ability. I don't think this is an issue on the game's end, as the ability is clearly visible and mousing over it explains things just fine. I was just paying more attention to the poison than anything else and that was on me.

I think the biggest thing I would have loved to have seen more of was crochet and yarn specific related items. Maybe something like a mini crochet hook as a healing type card or Treasure, or having the hammock look like a granny square at the rest sites. Throwing a yarn ball as an attack was fun (though I was also going "Nooo! Don't tangle the yarn!" each time I use it lol), and I loved the way you used needles, pins, and thread throughout. But I also wanted more yarn things. Also, as a small note, at one point the king referred to Stitch as a "knitted knight". I personally don't get annoyed when people use knit instead of crochet for my work and was amused by the alliteration, but I know there are several folks in the crochet community do find it frustrating when a crocheted item is called knit. I don't know if it's something that really needs to be changed, but I wanted to give the heads up because it was something I did acknowledge.

Overall, I thought the game was fairly easy, though for a jam game or demo, that's not necessarily a bad thing. I lost twice, once on my first playthrough and once on a playthrough where I was doing a bit more experimenting and testing certain things I came across in earlier plays, but most runs I won. There were a few card combinations that felt very powerful, such as combining a Block Card with Body Slam, but it also felt rewarding to figure out those sorts of combinations. Luck definitely played a factor, which is to be expected in this type of game, but it felt like it favored the player a fair bit. That said, I had fun with it, and I still needed to think about my card choices and combinations in order to win.

I really liked the core idea of the game, with the combination of deck builder and crafting imagery, and I think you put it together really well. I hope you continue this and make a full game, with more story and acts, because I had a lot of fun playing it.

Developer (1 edit) (+1)

I am glad you l enjoyed the setting and loved Stitch! He is a little rough around the edges, but that is part of his charm ^_^ If you DO happen to make a Stitch doll I would absolutely love to see it!

I will take another look at the sound balancing, I believe the animation sound is controlled by the SFX slider, but I can see if it starts out louder than the rest. If you can help me identify which sounds felt jarring I can lower them individually. 

Oh no!!! I thought my emergency patch fixed the button bug. Just to 100% confirm, you were on version 0.1.16.1? Zflocco had that bug in version 16 but I thought I fixed it. I will step through and see if I can recreate it. Did you only apply one button during each run? Or were the white and blue buttons from the same run? I was able to recreate! It's the button granted by King Gerald which is still bugged, the post fight reward is working. Thank you for bringing my attention to this, patches incoming!

I would love to add in some more niche crochet terms. Unfortunately, I am merely borrowing the theming, I am not myself a crocheneer (I assume that is what you call yourselves?  :P) But that said I am a huge logophile, so I would absolutely lean harder into the theming if you have suggestions. I think the treasures would be a great spot to get more in (I have plans for a thimble helmet for Stitch) but a crochet hook would be a great addition. And I will note down granny square for the hammock, I can pass that along to Froody when we go from my sketch to her art.

 I will definitely keep expanding on it, I have acts 2 and 3 planned. I also have story elements planned, but they are mostly going to be told in the in between. I am trying to very subtly tell a story about the "character behind the camera" but in the demo it is basically nonexistent. Thank you so much for sharing all of your thoughts and kind words!

Submitted(+1)

Sure, if I make a Stitch doll I can absolutely share.

There were two sounds in particular that stood out as being overly loud. The first was the sound that played during the animation of sewing two cards together. My first time playing, I set the master volume up because the music on the title screen was so quiet. The first interactions and combat sounded fine, but when did my first card combination, the sound during the animation was much louder than anything else. I turned my computer's volume down at that point, but that made the music and other sounds harder to hear in general. I lost during that first run, and the game over sound was also very loud. While that sound was louder than I found comfortable, it wasn't quite as bad as the card combination one was, though I think it was because it didn't happen as often. On following playthroughs, I adjusted the in game volume controls a few times, and found that having the music near full and the SFX at about 25% worked best. It did mean most of the SFXs were hard to hear and I had to actively listen for them, but I found that preferable.

The term I use, and see most often, to describe a person who crochets is crocheter. And I can absolutely give you some suggestions for crochet and yarn related things and terms. I'll include a bit of a description for what each thing is and used for, starting with the two I already mentioned. Buckle up!

Crochet hooks: This one is pretty obvious, but hey, nothing wrong with starting with the basics. They come in several different sizes and shapes, though the basics are similar throughout. Your most basic ones are a straight metal, plastic, or wood piece with a hook at the end. Ergonomic ones will have larger handles, sometimes made of wood or plastic, sometimes made of rubber or silicone, to make them easier to hold and work with. The different sizes impact the size of the finished project, and some sizes work better for some weights of yarn than others. I don't know how much of a rabbit hole you want to go down with different crochet hooks, but even just a simple Treasure called "Crochet Hook" would be really cool.

Granny Square: A granny square is a type of crochet stitch pattern. They are often recommended as beginner projects, because they can be easy to learn and make and you can do a lot of different things with them. While there are a lot of different styles and variations of them, the classic granny square is a great way to signal to people that something is crocheted, because of how distinctive it is.

Scissors: Not just a crochet thing, but definitely important for crocheting. If you want to include a cutting tool that is a little more niche, a yarn cutter could work. A yarn cutter is a circular tool that has small notches in it to expose the blade inside. You place the yarn in one of the notches and give a little pull to cut it. They are often fairly decorative and have a place you can add a chain or similar to wear it as a pendant.

Locking Stitch Markers: These are tools that are used to help mark crochet work. There are a lot of different ways they can be used, so here are some examples. They are used to mark the beginning or end of a round, they are used to help keep track of the number of stitches in a row, they can be used to help keep track of the number of rows, they can be used to mark what stitch you need to attach two pieces together. There are several different designs for locking stitch markers, but the core feature is they can open and close so they can be easily added or removed from the work. You can also just call them stitch markers, but since there are a couple of different styles of stitches markers and not all work with crochet, I wanted to be specific.

Tape Measure: Again, not just a crochet thing, but they can be quite useful for crochet. If you want something similar that's a little more crochet (and knit) specific, you could go with a swatch ruler. While there are a few different designs for them, the most common one I have seen is a square with a smaller square cut out of it and measurements on the sides. They are used to check gauge in a project, by placing it on the work and counting the number of stitches and rows within the square. Some will also include holes you can use to check the size of a crochet hook or knitting needle.

Gauge: Gauge is the number of stitches and rows in a certain area of crochet fabric, often a 4 inch by 4 inch or 10 cm by 10 cm square. Gauge is important for projects where the final size is matters, such as in sweaters or hats.

Safety Eyes: Not specifically crochet, but sometimes used for stuffed toys and amigurumi. These are a type of eyes you can add to toys.

Amigurumi: This is a Japanese word for a crocheted or knitted stuffed toy. It is widely used in the fiber arts community, particularly for crocheted stuffed toys. Stitch would qualify as an amigurumi, though I think continuing to call him a crocheted doll is good as it is descriptive and probably clearer for folks who aren't in the fiber arts community.

Okay, I hope I haven't overly inundated you here. There is more I can talk about if you are interested (I haven't even really mentioned different crochet stitches), but I don't want to give you too much if it would be overwhelming or more than you want to think about trying to include.

Developer(+1)

This is great stuff! I have already adjusted down the volume of the binding animation, it is about 1/3 of its original volume which means it was indeed far too loud relative to everything else. Thank you for alerting me to it! I made a note to double check the death sound as well.

I added yarn cutter, locking stitch markers, tape measure (cant believe I forgot this!), swatch ruler,  safety eyes to my list from earlier. And added gauge to my terms list. One thing that has been a little difficult for me, is that I want to ensure my setting is believably in the the 1950s. So I have been looking up the various crochet objects/tools + vintage, but its sometimes difficult to tell if I am looking at something actually old or just fake old XD Like when I search vintage locking stitch markers the thing I see mostly look fake old to me. If you happen to have any older supplies that you don't mind sharing I would love to see a picture of what they look like. 

As for types of stitches, I am not sure if anything that technical will come up, since the cards are generally where the fantasy takes over and leaves the real world details behind. But, just in case, are there any specific stitches/terms:

  • -  which are used if you are mending an area of a crochet material? 
  • - which you might use if you need a section of material to be sturdier (maybe like at a hem or edge of a material?)
  • - for undoing/unravelling a section of stitches
  • - Any unique sounding ones which will stand out

Thank you for your help in adding a bit more realism and depth to my game. At some level I will have to take some creative liberties (and offend crocheters by slipping in some knitting references) but I really do think details like this will help overall :D

Submitted(+1)

Hmmm, I'm not as familiar with vintage crochet tools. I feel like going with bulb stitch markers in plain metal colors might be okay, but I'm not 100% sure on how old that style of stitch marker is. Bulb stitch markers are a type of locking stitch marker that looks a little bit like a light bulb in its shape. I know some people will use things like safety pins for stitch markers, so if locking stitch markers aren't quite giving the right look and feel. I'd also recommend going with straight metal or wood crochet hooks over ergonomic ones. I don't know how common ergonomic handles or plastic hooks were in the 50s, but straight metal or wood handles were absolutely a thing then.

I figured that you probably wouldn't be going too depth into different stitches, which is why I focused more on tools and such. To answer your specific questions:

I'm not thinking of a specific term for mending crochet work. I know darning is used for repairing knit and some fabrics, and it can be used for certain types of crochet repair. Darning would be done with a needle and is often used for fixing holes. For larger fixes, you could use a patch, which in this case would be crocheting a separate piece and attaching it to the spot that needs fixing, or undoing around the damaged section and crocheting it again.

Crab stitches, sometimes called reverse single crochets, can be used as the final row to help strengthen the edge of a material. They also adds a different texture to the edge.

Frogging is the term used for undoing/unraveling stitches. The term came about because you are 'ripping out' the stitches, which sounds close to 'ribbit', which is the sound a frog makes.

I'm not sure if it's really unique, ribbed stitches could be a fun addition. It creates a stretchy fabric that is often used for hat brims, sleeve cuffs, and other places you want to snug fit with some stretch.

And, yeah, taking some creative liberties are to be expected when making a game like this. There is a fair bit of overlap between the knitting and crocheting world, and it would honestly feel weirder if you didn't include any knitting references at all.

Developer(+1)

Excellent, thank you so much! I have updated my notes. I love the term frogging, I hope I find a way to get that in the game ^_^

Submitted(+1)

Hello! I completed your game and it was quite a lot of fun. It most definitely has potential for steam!

Things I liked.

  • I liked the art and the theme
  • One of my favorite parts of the game was combining cards! That is quite a novel idea! One that I haven’t seen before.
  • The theme is also quite solid.
  • What I really appreciated was the fact that the cards were extremely clear and their effects were obvious. Mostly everything worked as predicted.
  • I liked that you used rough sketches as placeholders instead of AI art. greatly appreciated!
  • the learning curve is smooth just like Slay the Spire and the various card types show that the game will certainly get more complex in the future.

Things that can be improved.

Mostly nitpicks that you can choose to ignore

  • So what you are calling armor in the game, I usually call sield. temporary HP that goes down. before main HP. This could be because I play mobas more. But this was one thing I wanted to point out. Regardless it was clear what it was after 2 turns so not an issue.
  • The story text and button UI does not match the rest of the game. This is probably a WIP but thought to mention it anyway. (Also, try not to have 7-10 words per line as a general UI rule)
  • Auto end turn would be nice.

I don’t really have a lot of nitpicks as this was quite a nice experience.

If you have any other questions feel free to ask. You have earned a follow and in the future, a steam wishlist!

Developer

Thank you so much for the playtest and kind words. This is the first time I have felt anywhere close to being Steam ready, so it is really enheartening to hear from others that it is getting closer ^_^ I have noted down your feedback on my task board. 

I just have a few followup questions:

How would you rate the challenge level currently? Did you beat the boss? Was it on the first try?

Was there a card combo that you particularly enjoyed/felt powerful?

You mentioned the auto end turn for example, are there any other QOL features from similar games that you thought were missing?

Submitted(+1)

How would you rate the challenge level currently? Did you beat the boss? Was it on the first try?

The game felt easy to me. I defeated the Boss first try and I went the difficult route with more battles. But then again I like these sort of games. This is the correct amount of difficulty for a demo in my opinion. My general opinions with demos is that they shouldnt be TOO difficult and atleast feel beatable by the players. I think this is right in the sweetspot. I would’nt change the difficulty.

Was there a card combo that you particularly enjoyed/felt powerful?

My favorite combo was double damage next card + get six armor. This was my strongest set up card.

I my run I mostly prioritized armor for this run atleast. In fact I let damage cards go in favor of armor cards. Worked out ok. Wouldn’t say it was OP. I was 1 hp and a few armor when the boss died. It was close. There is a marked lack of healing in the game.

You mentioned the auto end turn for example, are there any other QOL features from similar games that you thought were missing?

In the battle screen Most of what you would expect was present. The cards were readable. stats were hoverable and so on. Could see what enemy wanted to do. If I think of anything else I will let you know.

Looking forward to the development of this game!

Submitted(+1)

This was very enjoyable! I wasn't able to record my live notes since the game is full screen without any window settings, so I'll just leave my overall thoughts instead.
This has been an enjoyable little roguelike. It's definitely taking notes from Inscryption, but I like Inscryption so I like this too. The aesthetic, while tonally similar, is definitely doing its own thing with the sort of stitchcraft look, and I appreciate how everything looks and sounds. It's very well put together, although this level of polish makes things like the UI text look a little out of place. The Game Over screen feels especially lacking in personality, but other UI elements as well just feel like they have a poor font choice that makes them look like placeholders.

Speaking of placeholders, there are a few assets that appear to be photographs of hand-drawn pencil sketches, which I assume are placeholders that will be fleshed out with more polished artwork later. These sketches are nice, and hopefully they'll be used as reference material if they are replaced, but as they stand now they definitely look like unfinished assets, so that's worth pointing out.

The sound design is on point and the music is fine as well. The presentation overall is really nice.

The gameplay is a little tricky, I don't play that many roguelikes but I very recently played a title in a game jam with a very similar Armor/Attack system, so I assume this is a relatively common convention. It certainly made it difficult but engaging to try to get through a fight unscathed, and the various attack addons you gain over time made the combat get increasingly deeper the further you go.

Unfortunately, I was eventually roadblocked presumably due to some kind of resolution issue. I did notice the skill beads on the left side were cut off a bit (there are three beads but only two visible on my screen), but this became an actual problem when I progressed to the furthest visible edge of the map and found I couldn't click on the next node to proceed as it'd been cut off by the screen. Unfortunately, that's when I had to call it quits. I'm not usually the type to harp on about resolution settings, but it may be essential for a title like this, since there's no windowed mode for me to stretch the picture to fit my screen.

Aside from that one issue though, you've got a very strong game here, and I liked it a lot!

Developer(+1)

Thank you, I am glad you enjoyed it even through the screensize issues! I knew that there was a resolution issue, but I thought it only affected ultrawide and showed them more than intended. I was not aware that smaller sizes were negatively impacted. Could you share your screen resolution with me so that I can make efforts to double check when I have a fix in place?

I will look into the font, I think I know the specific one is not quite fitting the look. And yes, the card art that is only line work are partially completed commissions from an artist. I wanted to get a sample into the game to see how they look, but I really need to get them taken to fully to the color stage in order to make a determination. 

I'm glad you were able to figure it out the gameplay considering there is not a true dedicated tutorial ^_^ And again sorry that the screen size issue kept you from facing off with the boss to complete the demo. I will work on that ASAP now that I know it causes breaking issues depending on screen size. I appreciate the kind words and suggestions, I have noted down/reprioritize my task list with your feedback!

Submitted(+1)

The monitor I was playing on has a resolution of 3240 x 2160 (3:2, bit strange tbh) which would explain the cutoff. I suppose it's the opposite problem to ultra wide screen where my screen simply wasn't wide enough.

In my case, I wouldn't mind letterboxing or something if that's the only way to display it on my resolution, but I imagine there are also other scaling modes and such that could make the game work at an unusual resolution like this one. Thanks for your response!

Developer(+1)

Hey, I couldn't find you on the discord, but I am going to play your game on my stream this afternoon. My stream will start in 3.5 hours, hopefully I will see you there, but I will capture the VOD either way :D 

(1 edit) (+1)
  • Youtube Link / Twitch Link
  • Graphics : Generally fine , although there was some weirdness (I don't think Dr. Porkchop is doing ok)
  • GUI : Generally fine but there was some weirdness (bugs) that should definitely be addressed.
  • Performance : Flawless
  • Music / Sfx : 
    • Music : Generally fine
    • SFX : Generally fine.
  • Gameplay :  Turned based deckbuilding roguelike with action economy , not really my go to genre but it's fine and works.
  • Misc Issues : 
    • Windows defender firewall pops up for the game.
    • A few bugs , e.g. that weird horned skull thing on the map.
    • The buttons actually being double-agents and helping your enemies.
    • Selecting the card you want can be a bit weird / difficult at certain points.
    • Animation speed's setting will reset seemingly
    • Death cello can start playing before Stitch has actually had the killing blow dealt.
      • It's a bit loud.
    • Around 33:40 of the stream, I encountered that bug that prevented the turn(s) from progressing. No idea how it happened and rewatching the footage I can't tell , it didn't seem like there was an obvious prelude to it.
  • Notes : 
    • The 10 cards you get at the start could be added a bit faster.
    • Would be nice if there was an alternate card display mode. E.G. 
    • -200 points to Gryffindor , the cutscene shows the WRONG BUTTON(s)!
    • I'm a sucker for meta-progression for roguelite/likes , I don't think there's any here [yet?].
    • Some QOL options would be nice, if only enemy, let me click on the card rather than needing to click drag, same with self-use stuffs like block.
    • Compendium for cards would be nice if it could be filled in as the player finds them.
      • There's something 'weird' about the treasure compendium and I don't quite know how to nitpick it. I think maybe it hugs left too much without any divider between the various things?
    • I might be wrong but it seems like you can 'bank' buttons for later use but not the threads (skill/attack binds) , if you can't use the attack or skill bind at that moment (lack of appropriate cards) then maybe remove the selection?
    • More enemy variety would be nice, outside of Porky the Pig , it seems like it's all Board game cardboard pieces. (Top and Truck not withstanding.)
    • A relic that gives +1 white bead would be nice [If it exists, I very much would've liked to have gotten it.]
    • More button variety would be nice, especially ones without an on discard effect. 'On Use' effects would be nice, or a couple buttons with both.
    • Feint's art really needs to be touched up.
    • Honestly you could probably incorporate the buff stealing bug that I had as an actually effect for some enemies to make some fights more difficult. (Maybe a poltergeist / ghost thing?)
  • Final Thoughts : I request, no DEMAND that I be put in the hall of fame for the game, for being the FIRST to beat the game on ultra-hardcore mode! [joke] Overall while it's outside my usual preference for games, I like it; but the game could obviously do with some polishing and additions, I like the 'thread' mechanics on combining two cards to share their effects and would like to see more weird combinations of those going forward.
Developer

Thank you so much for your review and for your outstanding mettle in powering through some obnoxious bugs which in all rights should have ended your run. I was able to recreate and hotfix all but one, so I really appreciate you catching them so I could patch them out. I have noted down the QOL features you requested and I think they will all be good ideas down the line. Also I really enjoyed your stream in general, I hope to catch you again in the future!

Which bug is being a pest?

Developer

The one you mentioned at 33:40. I was able to partially replicate it by playing really fast, which causes the animations to hang, but then after a second they still resolved for me. Not sure what caused them to actually break. But that still gives me somewhat of an idea where to look. There is logic which gates the number of anims which can process, which is likely what causes the hang. I'll start by looking there.