Play game
MathHack's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Controls / UI | #179 | 2.500 | 2.500 |
| Overall Fun | #195 | 2.500 | 2.500 |
| Art / Graphics | #204 | 2.500 | 2.500 |
| Sound/Music | #228 | 1.833 | 1.833 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Ai Usage
AI Assisted
Genre
Strategy
Turn-based | Card Games | RTS | 4X
Rating
Family Friendly
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Comments
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. :)
Surely, I think this is a long-term project and Im ok with waiting.
Hey I checked out the game at the end of my stream. You can check it out here. Unfortunately, I really just did not get it at all. I felt like I was just choosing cards at random and seeing what the enemy played. The strategy felt non-existent. I am not sure what exactly I was missing, but I did not feel that the gameplay delivered on its promise.
Hopefully seeing my struggles will be helpful to you, let me know if you have follow-up questions.Thanks a lot for taking the time to test MathHack and sharing the recording!
Watching your play session was helpful. It made me realize that my current onboarding and UI feedback are way too harsh for first-time players. In MathHack, the order you play your cards heavily dictates the battle as you can see through the calculation formula and the initiative to attack. So actually every click matters.
I've recently added an Explore Mode featuring a roguelike map if you ever want to check it out again! Moving forward, I'll definitely enhance the tutorial and UI indicators to make these mechanics much clearer.
Thanks again for the honest reality check—this is exactly the feedback I need to make the game better!
Some thoughts: I liked the 'Challenge' mode, I think it gives some novelty to card games :) But I think you could improve it by not making all the challenges available upfront, but instead making them something the player has to unlock. I have played the first 5 challenges, and then explored the others a bit. Genuine question: is the Dragon Slayer Legend beatable? I could not see a way to deal damage to it, as my cards' attacks were always lower than the enemy's defence.
Thanks a lot for pushing through the challenges! Glad you enjoyed the Challenge mode concept! For the unlocks: You're totally right. Currently, I left everything unlocked for quick feedback, but a proper progression system is definitely planned. Besides, I know this type of game relies heavily on precise numerical tuning and specific mechanics interactions and thats also in my todo list for future iterations.
Thanks for playing so deep into the game, this feedback helps a ton!
Great game i like your game it is a relaxing game.
Heya, my audio recording crapped out, sorry about that, but in case you want to see the gameplay anyway:
Some thoughts:
I like the overall idea of the game, to use cards to plan a bit of a math puzzle around how to beat it, which the harder levels show nicely. However, for this to work on a more engaging level, you probably would want to include skills that change the base calculation, be it for healing cards, increasing damage, allowing combos, etc. Otherwise the main strategy is a bit too simple, by only asking the player to balance his initiative around which of his own cards to protect a bit longer.
For that reason the puzzle mode also works a lot better than the free form mode, as random cards just entirely crash the game premise to be able to calculate and plan the strategy. In that mode, you would basically just be playing the exact same strategy for every encounter and either you get the strongest card dealed out or you dont, and there isnt much strategy to be done with that.
As for the UI, the Itch page is massively oversized due to the way the game is implemented. Definitely needs some tinkering, as well as improving readability of every single text. For a start, just put black boxes below all text areas and once you do know how to balance and playtest your game, think about UI/graphics again to make it suit the gameplay. :)
Hey! Thanks a lot for the detailed playtest and feedback! Really helpful insights!
I just pushed a major update introducing a Deity System (3 gods) & Hate-based card mechanics to add much more strategic depth to the 'free-form' mode and bit of UI refactor. Feel free to check it out when you have time!