Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

World Heroes DCG ~Three Kingdoms Version~View game page

A tactical digital card game: outthink your opponent with formations, hidden orders, and Three Kingdoms heroes.
Submitted by edragon1 — 13 days, 21 hours before the deadline
Add to collection

Play game

World Heroes DCG ~Three Kingdoms Version~'s itch.io page

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

Hi,

I played your game and I think the core gameplay has a lot of potential. I have a few small suggestions that might help improve the pacing.

When the enemy uses three skills in a row, I have to skip through them three separate times. Would it be possible to show or resolve them together instead? Having to skip each one individually slows the flow down a bit.

I also noticed that when deploying the Rear and Front characters, I have to place them separately. It might feel smoother if both could be placed during the same deployment step.

One more thing: when I select a skill and accidentally click the wrong place, it would be nice to have a way to cancel the skill before confirming it.

Overall, I think the game has good potential, and these are just a few small things that I think could make the experience feel smoother.

Submitted(+1)

I reached the First Battle deployment step with anonymous logs switched off. The five-step progress wheel, enemy cards, and card stat definitions made the structure feel substantial, and the Logs OFF control was clear. My main hesitation came after the Zhao Yun stat lesson. The hand sits on the far right at a wide browser size, while the drag cue begins near the battlefield, so the cue did not visually connect the source card to the intended front slot. I tried both dragging and selecting the card before I understood the expected path. Highlight the actual source card and one valid slot with a continuous animated line, or support click-card then click-slot as an alternate input. That would let the first deployment teach the tactical idea instead of testing the drag gesture.

Developer

Thank you so much for the helpful feedback!

Your comment made me realize that the very first drag-and-drop interaction isn’t very intuitive for new players. I really appreciate you pointing that out.

I’ll improve it as soon as I can.

I’m planning to keep updating and expanding the game, and eventually bring in historical heroes from all over the world—not just the Three Kingdoms, but figures like Napoleon as well.

I’d love it if you came back and gave it another try as the game continues to grow!