Beautiful game, I was initially a bit confused by the audience's requirement for approval, but once the characters come in, it's a lot clearer, I definitely enjoyed this card game.
Play game
Starfire Skies's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Sound/Music | #54 | 3.578 | 4.000 |
| Overall Fun | #68 | 3.578 | 4.000 |
| Art / Graphics | #69 | 3.801 | 4.250 |
| Controls / UI | #108 | 3.130 | 3.500 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Ai Usage
Genre
Turn-based | Card Games | RTS | 4X
Rating
Comments
- Youtube Link / Twitch Link
- Graphics : Fine
- Some things might night some tweaks though, certain characters look a bit different between card art and their depictions elsewhere
- GUI :
- In-game Menu has no options, sound, video etc
- Main menu settings only has 1280x720 as it's res , the font can be hard to read on window mode, no input options [yet]
- Performance : Fine
- Music / Sfx :
- Music : Fine , more song variety would be nice.
- SFX : Fine but a tad loud by default
- Gameplay : Fine , it's a bit of a weird take on the deckbuilder angle as it's almost MTG mana. It feels incredibly stacked against the player though , might just be me being unlucky.
- Notes :
- Game feels rather unfair a lot of the time, like the RNG is specifically against you.
- Undo button would be nice, it's easy to play a card then see after the fact you done screwed up.
- No idea what the plan going forward is but meta-upgrades or different starting 'characters' / decks would be nice to change things up.
- Final Thoughts : Overall it's fine but a bit contradictory to the game presumably meaning to be a relaxed deckbuilder, it was often the opposite of relaxing for me as the demands of the spectators combined with rather terrible hands/RNG made it somewhat stressful.
Hey thank you so much for the notes and gameplay, I really appreciate it! I agree with everything you have said, I have a lot planned for the gameplay to fix the frustration you have felt, this isn't the first time hearing these types of comments. I made the game a bit too difficult and made the audience feel like they were too against the player. This makes it feel more stressful than the intent was and I have some fixes incoming. Hope to have you try again after the changes!
Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!
This is such a cute game! It's also such a great idea for a deck building game. Honestly, while playing it I found myself too enraptured to think about what I was going to say here for feedback!
The only thing I could think of was in regards how the cards just work and the gems. As I made my way through the levels in the demo, I continually found it more and more difficult to play the cards I wanted due to a lack of gems. This really came to a head when I got to the final stage and found myself just unable to get a maxed score for the audience. It made me wish I had more gems per round, especially once I started getting the cards that would do two colours at once. Since they only use one gem each, you just don't have the means to play another card with one of those colours unless it ALSO happens to have the same colour.
But maybe I'm misunderstanding part of the game, too. While playing, I kept aiming to never use a colour that wouldn't increase the audience or finale gauge in that round and it could be that this was the core problem I was having. In my mind, it felt like playing a colour I shouldn't play was somehow punishing. Yet when I went back for another round, that didn't seem to be the case. Speaking of, I wish instead of returning to the title screen and seeming like the demo was done that it went into a proper round of the game. I only realized this when I went back into the game to check something out for this write-up and realized I could play more.
Now that I've done that second round, I think there's something else I have an issue with: the fact that what the audience wants is always the opposite of what will increase the finale launcher. I had a card that, when played, duplicated that card into the other launcher. This would be all well and good if things ever lined up to let me use it and increase both gauges but I never saw this happen once.
With this all said, I think I can see a few ways to improve the game and make it more interesting.
1. There should be times that what the audience wants in a round is the same thing that the finale launcher wants. That way, any card that has this duplication effect will actually be useful.
2. Unused gems should be carried over to the next round. You already have an animal who makes it harder if you don't use all of your gems. I feel like the best way to balance this out is if not using a gem allowed it to be in the next round, giving the player more options.
3. There should be more standard cards that only use one gem. When you start the game, every card you have takes two gems, and once you start getting cards that use one gem of two different colours it can be hard to use those gems up.
4. The player shouldn't completely discard their hand between rounds. While I wouldn't say they should keep all of their cards, I do think letting the player keep some would be a good idea. That way, if a player uses one card that draws another card and it ends up being something they can't use (because, say, it needs gems they don't have due to spending a gem to even draw the card), it's not a complete waste because they can hold onto it for the next round. There could be different ways to do this, from keeping all cards in hand and just filling the hand up with new cards to letting the player choose a certain number of cards they retain.
Otherwise, this game is adorable and fun and I plan to play more on my own. <3
P.S. I love the music. Could I get a copy of it? <3 I collect tracks from FQ events to use in my streams.
Edit: I'm playing the game on my own and I'm realizing that some of the things I brought up ARE in the game (such as getting more gems). I'm also realizing I didn't understand how the Locked function works. I didn't realize locking a colour meant you didn't need to have that gem anymore to use it.
Hey, thank you so much for your detailed review and trying my game out, I appreciate it enormously and hope we could talk more if you get the chance! I am so glad you had some fun and you went through a couple rounds enjoying the moments that you had. I totally hear a lot of your concerns, I have them as well and have been hard at work trying to fix a lot of the issues you are having. I would really appreciate it if you played the newer version that I have, should be up hopefully within a week and before this game jam is done. Will post and send a message in this thread to let you know of the new changes. Thanks again for playing, it means more to me than you know!
I'm behind on this but here is the VOD: https://www.youtube.com/watch?v=5YYizO0PtAA
please add some screenshots so content creators and other devs know what your game is while browsing







Leave a comment
Log in with itch.io to leave a comment.