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Fortuna's Card Game's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Originality/Creativity | #14 | 3.462 | 3.462 |
| Presentation (Aesthetics, Audio, etc.) | #15 | 3.385 | 3.385 |
| Gameplay Polish | #16 | 2.462 | 2.462 |
| Overall | #17 | 3.000 | 3.000 |
| Engagement/Fun | #17 | 2.846 | 2.846 |
| Theme Interpretation | #18 | 2.923 | 2.923 |
| Magical Girl Concept | #18 | 2.923 | 2.923 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the Magical Girl Genre?
I have several magical girls who have been recurring from my previous games. The magic is arcane but has a luck theme.
Which theme(s) do you pick?
1, 5, 6.
How does your game fit those theme(s)?
I have dog girls that are superficially military themed. The story takes place on a train to the moon.
If you follow any of the optional challenges, elaborate as you like.
Gambling addict, the cards are shuffled. I am special, cards have rarity.
Were the assets for your game made during the jam? Elaborate as you see fit.
All non audio assets are made during the jam. The audio is from pixabay and from Phat Frog Studio
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Comments
Nice card game! I thought the rules were easy to understand and I really like the animations during the attacking and defending, it reminds me of the yugioh games. It's impressive how many different character artworks are in the game too.
Thanks for playing and reviewing.
Interesting card game. Hard to tell what certain effects do, though. Honestly only had vague ideas as to what the cards with special effects did. Somehow my purple shield lady card in the Battle Dogs deck wound up with hundreds of defence?? Not sure how that happened. Something like a glossary menu where players can look up exactly what certain card effects do would have gone a long way.
Additionally, the use of red in blue in the Attack/Defence UI but also in the Player/Opponent card spaces led to some confusion for me. Labelling the respective Player and Opponent Attack and Defence zones would have helped.
Also, I never wound up using the “Send Home” feature. Seemed like too much a sacrifice to not attack, build, or defend with a card just to thin it from the deck.
That being said, the game controlled well and was enjoyable. I liked the variety in the card art and the theming of the decks. Good work!
Thanks for playing. Noted.
Yeah the scaling per X is bugged on defense to scale to infinity. Obviously not supposed to do it.
Send home is not very intuitive. I understand that many players don't get it but from my tests, I can win faster if I do use it than not. Now granted, considering the difficulty it is not necessary but it is strong enough as is.
After quite a few try, I managed to pull some win. You have to first play defensively and once you are set up, go on the offensive.
Fun game, I liked the gameplay. I feel a bit more feedback could help make it easier to grasp (little animations for the variou cards' effect?), but it was still pretty clear.
Yeah I kinda shot myself in the foot with 21 cards, each with up to 3 out of 13 effects. It was too much for the time I had to make it.
Thanks for your time.
Sorry TypeG4... I think my IQ is too low to comprehend how to play this game :'D
(っ °Д °;)っ
Cool game, the card art was good.
I think you could start of with 3 mana, instead of having to skip the first round every time.
I beat all 3 on normal difficulty, although the difficulty is just the enemy having more hp, which wouldn't be harder for 1 and 3, only for the second battle I won with 0 hp, but that could also be done it would just take more time.
Some cards indicated obtaining some build points, but I didn't figure out what they do, (I didn't play the tutorial, mainly since it got added later and people were complaining they didn't know what to do so I wanted to test myself, and I'd say it was a standard card game, intuitive if you've played several before), also not sure what "going home" did, except that some cards got (mad) bonuses for it.
The exclamation points probably weren't the best way to tell the player that they can be hovered over, I think question marks would be better for that (also probably more yellow then orange/red).
Thanks for playing.
My idea of why you start with 0 mana is that there are 0 cost cards that can swing the game in the early stages of the game but it didn't really play that big of a role after all.
The difficulty is actually the decks of the opponent changes but I guess it isn't really easy to see.
Build points are used to gain mana per turn. Sending a card home is this games equivalent of trashing i.e.: removing a card from your deck.
But if you use 0 cost card in the first turn, you lose out on mana, and I think there is a correlation between mana costs and card's power, this could essentially put you on 1 less mana for all subsequent turns.
You mean (sending home is) placing it in the discard from hand, because the cards still came back to the deck, and it has the same effect as sacrificing for mana (I don't remember if you could sacrifice when at full), the only use for it was the one overpowered card that got benefits from playing it there, so it could either be reworked, or more cards should benefit from doing that.
To clarify, Candy can deal massive amounts of damage if there's no defender. The best turn to use it on is turn 1 as most human players would discard everything for more mana. My intention was to put the player in a position to decide to either start with a massive hp advantage, block potential damage or gain one more mana. But against my computer player this never really was a thing to be aware off.
Sending home is removing the card from your hand entirely. It doesn't go into the discard deck or reshuffled. The benefit is to make the deck sleeker, so for humans, they can draw more Neko cards to build up to 10 Mana faster and have the priestess drawn more likely in the turn following reaching 10. For elves, a couple of cards gain hp on sending home, plus you draw the Archer card more often leading to faster victories. But for the difficulty level I had the game at, I agree it seems to not affect the gameplay enough to warrant doing it often.
Super interesting style, I think there's a lot of cool stuff you can do with this combat system. Took me a while to get the hang of it, but I do think that once the basics were handled it was okay. The only thing was that I couldn't tell what any of the effects of the cards did. I could tell they were doing something since I could see the numbers changing or the massive hits into the enemy, but it was mostly guesswork. I could have sworn that I saw a pop-up trigger at some point, but I couldn't get it to show up again, so I may have just been seeing things. The art was super nice, and I think it was pretty easy to tell each of the cards apart even at a glance, which was pretty nice considering how many cards there were available.
If you mouse over the orange ! it should show a hint text. But yeah, it is very confusing.
Thanks for the review.
I really like the concepts, but like others have said, I really wish there was more explanation of what was going on. Even with the tutorial, I struggled a lot. It seems that if you play the tutorial, then all of the levels only play the tutorial until you play through one of the games. After that, it switches the difficulty back to Easy automatically and you can play each level on Easy.
Thanks for pointing that out. I should have tested the included tutorial more thoroughly.
It is sad to me that is it so difficult to understand what is going on or how to optimally play because the visuals are quite nice. I noticed there is a tutorial, but I didn't find it that helpful. Perhaps, a tutorial where you are guided to make decisions within a very limited match would be better?
Considering the feedback I've been getting, do a very slow tutorial would have most certainly been the right call.
Thanks.
I really enjoyed it! The game has great potential; the most important thing is that the core mechanics are already working.
I liked how the theme was implemented, especially the little comic at the beginning. It would be great to add more of those for wins or losses later on so we can see the characters interacting - they’re just so cute.
The one thing really missing is card descriptions. It wasn't immediately clear what the numbers meant or where the mana cost was indicated. I still don't understand some of the values, but I’m still managing to win.
Great job anyway!
Thank you.
I'll note down that what's obvious to me is not obvious at all for the next time.
Honestly was a bit confused on what happened. But I somehow won?? Could use a tutorial probably
Thanks for playing. Yeah a tutorial is definitely required next time.
For anyone wondering how to play, I think I got it more or less figured out. Honestly not too sure myself though, so feel free to correct me if I'm wrong.
At the top of the screen, the number after "player" and "opponent" are your health and opponent's health respectively. You win if you deplete your opponent's health, and lose if your health is depleted.
The number on the top left of each card is the mana cost. Bottom left is attack, bottom right is defense.
Some cards also have an "!" icon after the attack or defense numbers, which is an additional effect that occurs whenever they are used for attacking or defending respectively. Mouse over the icon to check the effect.
Not sure how to trigger the effects at the top or bottom though, or what are "build points"? Also, mouseover for tooltips doesn't seem to work when checking defending cards.
The stack of cards on the left is your deck, the one of the right is your discard pile.
Drag cards to the left/red section to have them attack, the middle/yellow section to send them home and increase your max mana for the rest of the game (effective starting from your next turn), or the right/blue section to have them defend. Attacking or defending requires mana, sacrificing does not.
Cards that attack or are sent home get discarded after the turn, while cards that defend remain until they are defeated. You can see defending cards from previous rounds by clicking the button that says just that; the ones on the left are yours, while the ones on the right are your opponent's.
After ending your turn, your attackers attack the opponent's defending cards and reduce their remaining defense, directly attacking their health instead if they have no defenders. The "attack" value is the total amount of damage they can deal, either to defenders or your opponent, before they are discarded; so a card with high attack can take out multiple cards with low defense. Then your opponent does the same.
As for actually winning, a couple of strategies I found were:
Overall, pretty fun once you get the hang of it, and great art, too. Though I do agree that it needs more explanations; there's still a few things I don't quite understand.
Couple of bugs and typos: "opponent" in the top right is misspelled, and some tooltips say "%d" instead of whatever the value is supposed to be.
Yeah, you nailed it.
Build points are used to gain mana per turn with scaling amounts of points needed to reach the next level.
The effects at the top are played in the build area, whereas the bottom is for the send home area. That way the directions area the same like on the playing field.
Thanks for playing.
Nice art, but I couldn't quite understand how to play
Thanks, I'll note for myself to explain game mechanics clearer next time.
I've played a number of card games like Hearthstone and Magic the Gathering before, and even then found it difficult to work out what was going on. Could you add a more detailed description of what everything means?
Hey, thanks for giving it a try. I don't really feel like continuing developing this game but I'll keep it in mind for the next time I try to do something like this again.