Great prototype, big fan of the roguelike deckbuilding elements and the idea of sharing energy between movements/attack/defense.
It might be nice to give some benefit to passing a turn or ending with excess energy, because a lot of the time I ended up with no reason to actually do anything on a turn (ie moving would put me out of range or open me up to attack and I had no defense cards) and repeatedly passing turns waiting for attack cards is a little boring. I could be wrong though, maybe once encounters become more varied/fleshed out with more enemies and obstacles this wouldn't be a problem.
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Panzer Decks's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Playability | #4 | 4.375 | 4.375 |
| Originality | #10 | 3.750 | 3.750 |
| Overall | #10 | 3.792 | 3.792 |
| Aesthetic | #27 | 3.250 | 3.250 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Really Enjoyed this!
the weighing out what will make me win this round vs how should I play to win over the entire campaign was really interesting! looking forward to seeing this evolve!
I really wanted to like the concept, but the design is clunky. For example, there's alot of movement cards, but once I got into position I didn't find myself wanting to move. It was usually easier or felt safer to sit and add more armor instead once my enemy was in sight and just wait for damage cards. I could see a design like this working for a game where you program tank actions using cards, but it's not there yet for a deck builder. Curious to see how it grows with new mechanics, maybe the final version will work perfectly as a deckbuilder.
Thanks for the feedback! Really appreciate the points made here. A stay-in-place tactic is definitely something I would not want to encourage, atleast for most of the time. I initially had the enemy action points shared across movement and firing, which meant an enemy already in position would fire more times. This provided more incentive for the player to move, but in general made the game a lot harder. I'll consider this again, with other balancing changes. Thank you :)






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