A game about playing sports themed cards to attack your enemy! Conserve your mana and play your cards wisely to survive in this game!
Features:
- 4 Different Cards
- 2 Levels
- 4 different enemies
- 8 - 10 minutes of Gameplay
Controls:
- A, D | Move
- W | Jump
- Left-Click, 1,2,3,4,5 | Use Card
- Q, + icon in game | Draw Card
- R | Restart current Level
- E | Interact with doors and gates
- Hover over cards to zoom in on them
Known Issues:
- Rarely the key doesn't open the gate on the second level (this seems to happen sometimes on the first run of level 2)
- "Welcome to the world of: " Wups, placeholder text. Excuse my stupidity
- Typo at the end screen "Thanks You"
Changelog
Version 1.1: April 23'rd 2018
Improvements:
-Increased cost for Hail Card from 5 to 6
-Decreased amount of projectiled for Hail Card from 50 to 40
-Increased size of the Football
-Made Jock sizes more consistent
-Jocks now deal 2 damage instead of 1
-Aggro range of Jocks slightly increased
-Improved the sprite for Mana (now touches the ground properly)
-Greatly Improved tilling
Fixes:
-Fixed bug which caused the player to lose mana when drawing cards even though their hand was full
-Fixed Jock not fitting through gap at Level 2
-Fixed Red Drawbacks not playing hit sound
This game was created with the amazing "BitPotion" font by Joeb Rogers, find it here
Every and all feedback is wanted and appreciated. If you hated, despised or want this game to rot in the deepest, dankest depths of hell, please tell me why, so next time I can make something better. Thank You :)
Once I got to the end of level one and realized I ran out of mana and couldn't jump I was like "Oh, oh I SEE WHAT'S GOING ON HERE!"
Great concept, very good execution. Very clever. My only real issue is that it's surprisingly difficult to hit enemies with the cards - it's hard to line up the hit areas and get the speeds right, so it's easy to waste a lot of mana that way.
Also, I want to call out the music - great original music!
Yeah, I was really fighting myself during development whether I should keep or remove the mana jump cost, in the end I kept it but increased the 'yield' for mana pick ups to balance it. Originally I found that with some cards it was way to easy to kill enemies. I gave them some more health and thus some cards became weaker. The machine ball gun is probably the one that still needs the most balancing. Way too inaccurate.
Sorry, if I am rambling on, thanks for your review :)
I've had problems on second level with enemy with key. Sometimes my attacks would not hit him and I was left with no key and no cards. I've only managed to hit him with golfballs from sky, but not always.
Also one time a spear next to the same enemy spawned with wierd rotation and I couldn't dodge it. Other than that no bugs spotted.
@ryzy27 Thanks for the feedback! I'm not aware of a bug which causes hits to not register but I do know that sometimes the enemy doesn't drop the key on the 2nd level. I'll have to look into it. Otherwise thanks for the feedback.
Really interesting idea and a very fun game! I was kinda annoyed by a jump's mana cost, but is a core mechanic of the game. Also, it's a bit disturbing when the enemy doesn't react to a hit. It makes me wonder whether the game is broken and my spell didn't hit it at all or it didn't cause enough damage. Maybe, some animation can address this problem.
@Yngvarr Thanks for the feedback! Hit's not playing sound is really a mystery to me and what's causing it. I was going to add a red flash when an enemy gets hit but it never seemed to work properly.
Good demonstration of incompatibility genres XD Juggling with cards, jumps, monsters and mana use for everything, it's a hell for me :P But this is a good game, you worked very well on it, so : well done! :smile:
@LeReveur Thank You! Looking at all of these positive comments I may actually continue working on it (which to be honest isn't what I planned on). Good to see that you all enjoyed it!
Why did _Jumping_ and _Card Draw_ needed to Use _Mana_?
Great concept, solid execution, a little on the blend side for art assets/style, but everything went down the drain for me when I discovered that the very basic tool for enviromental traversal I have have limited uses AND shares it's uses with card usage and aquisition. Not to mention that if I ever run out of cards AND mana I will be forced to die in order to have another try because I can no longer traverse the enviroment nor do I have means to draw other cards.
Congratulations on finishing the game for the Compo, but I cannot say I enjoyed it because of the excessive restrictions of the game's systems.
I really liked the music, how did you get the pixel like sound?
I enjoyed the quick spawning, and the art was nice.
The game mechanics were interesting, but I felt like they could have been better. The collision felt a little off, the text was hard to read, and I wasn't sure how to beat level 1? I got the key but then I kept going and fell to my death.
The game is fun too, but quite challenging. Having the jump cost mana is a good idea, but it make the game incredibly difficult, especially has many card are are to "time right" to wipe the enemies (the giant ball for instance).
@Fil089 Thanks for your review fil! I added the additional mana costs mainly so there is more of a management side to the game. I'm still trying to think of ways of balancing the jump cost but I do think it makes sense for draws to cost 1 mana (otherwise I might as well just have an auto draw). I added the R quick respawn for that reason too. But thanks for your in-depth feedback, I'll make sure to keep your words stored for the future.
@Flameo326 Hey Flameo! I used Rytmik (for the Music) and Bfxr (or Sfxr idk), for the sound effects. I'm going to have to go back and check on those collisions because it seems like many are having problems with it, so I'll go back and do that. I'm not sure what you meant with "I got the key but then I kept going and fell to my death." Needs a bit more explaining, sorry.
@Lewis Quaife That mainly comes down to the fact that I have audio equalisation on in my Windows settings so everything sounds balanced to me. Thanks for bringing that up though! I'll have a check.
@drludos Yeah, that was one of my ways of adding difficulty into the game. Mainly because I didn't have enough time to add some more interesting level designs in. Thank You :)
The game is... Hard. And the base resolution set to screen canvas seems to be pretty high, so on my tiny monitor all the fonts are made unreadable... :(
The fact that mana is also used for jumping is... harsh.
Also am I right assumint that "boss" at the end of level is taking multible HP if its you? It was kind of poorly telegraphed... literally making you realize this only when you get one-shotted back to the beginning is... not a good experience.
@Hilvon Thanks for the feedback. I'm still trying to get to grips with Canvas's and scaling in Unity. I'm still working on balancing the mana costs to make it more fair for the player. Also proper visual feedback is something I was unable to do with time, so sorry for that.
It's a bit unclear how the mechanics work. I ran through the first level by jumping over the enemies. Clicked on some cards that shot basketballs and a field of snowballs or something. I couldn't get them to hit anything so I'm not sure how you're supposed to use them. On the second level I had trouble dodging the spikes around the heart, as the controls are a bit floaty and the character is apparently rollerskating. I tried killing the spikes and stuff with some other cards but again I saw no real effect, which made the rest of the level a challenging task.
Not even taking the the cards into account, the jump cost itself was very clever. Tack on the cards and it gets even better. Though given the avg card cost it is definitely in the player's interest to conserve their cards unless absolutely necessary. It was really nice to think about how to approach a level but it definitely came with a lot of trial and error to learn the stages like old school platformers, which isn't necessarily a bad thing :)
Great concept, very good execution. Very clever. My only real issue is that it's surprisingly difficult to hit enemies with the cards - it's hard to line up the hit areas and get the speeds right, so it's easy to waste a lot of mana that way.
Also, I want to call out the music - great original music!