Survive various hazards such as meteorites, bullets, spikes, and tumbleweeds in the Bullet Hell-Card Game QuickDraw TCG.
Instructions:
Collect cards(that appear on screen) and play them for special effects, play 3 point cards to win a level, and modify your deck between levels. All without dying. Good luck!
@jaime-paz-lopes That doesn’t work with 10 types of cards though. Also, you can have up to 5 cards in your hand. No player should be expected to reflexively press the right hotkey out of 5 hotkeys on top of the movement ones.
@CMLSC could be 1 to 0, or hotkey for just the one you have at hand. But maybe it is just me, i got a little confused by the menu, i am used to Z to accept and X to open menu and cancel (it is the rpg maker default)
@jaime-paz-lopes but if you bind each button to a card, the user will have to move their hand a long way just to reach the right card's button. Quickly pressing a button from 1 to 0 to activate invincibility, double/triple jump, platforms, or speed(which are the defensive cards) when there's a bullet or meteorite next to you is not easily done. If you're talking about playing out of your hand, it'd still be 1 to 5 and what is bound to what will constantly be changing, so you actually have to stop and think about which one to press. It can't be done reflexively.
Btw, the reasoning behind the Z for the card menu and X for select is that on the gameboy and DS the button to the right(A) is always used to select/confirm things. That's just what I'm used to.
Very cool game! I really like the combination here and how it was implemented. The art is very stylistic too, and the game feels surprisingly polished.
Just a couple remarks, but I did find z for cancel and x for select a bit confusing, as I expected the order to be vice versa. Obviously not sure about other people. Maybe I'm just used to the Pico-8 controls after playing several of them for this jam.
I also for some reason found the ground spikes a bit hard to see, especially the animation that happens right before the spikes show up. It took me a couple of times getting hit until I finally got used to them.
Anyway, those are very much nitpicks. Overall a fantastic game! Great stuff!
Really love the genre combination and the graphics. Really great job!!! I think you nailed the theme on the head and surprisingly made it still a blast to play!!
At first I thought the cards could be be played immediately, but the more I played the more I got into the micromanagment side of things. Are there extra VP/score cards? I never got offered one. Either way, this's a super cool way of including deckbuilding. You've earned yourself a follower :wink:.
It's a little hard to tell your records when the game doesn't even give an indication of my progress once I die. All I can tell is that I got past about five waves. It was when everything started getting pretty wild with the bullets, tumbleweeds and meteorites that I ended up losing all my health.
Overall though, I really enjoyed this game. It gives me Potatoman Seeks the Troof vibes with the tumbleweeds and the constant dodging of the elements. I loved the art style and the floatiness of the jump worked in the game's favour. The idea of collecting and playing cards to affect your abilities was done in such a way that made it fun but also wasn't too easy or unreasonably difficult. At first, I thought maybe the abilities lasted too short but the game overall makes it work by giving a lot of cards. That being said, it's kind of unfair when you're just starting out a wave and the cards are all a double jump's reach away and by the time you do get a card within your reach, those cards go away and URGH! Well, it was a real workout to say the least. :stuck_out_tongue:
Sound effects were good, the chaotic and dissonant music truly added to the insanity of having to constantly dodge hazards. It does grate a tad on the ears after a while, but when playing the game for as long as I did, the music mostly helped to elevate the experience rather than distract from it. And the graphics are really well done; love the details in the background and the retro aesthetic.
@CMLSC Y'know, I don't have anything to give for feedback. Just a sujestion that impacted my rating on the theme negatively.
I can imagine this game been better by having the cards accessible while you platform across the screen, melding the two genres together, and I find myself quite disapointed that I don't have the ability to customize my entire deck at one go, shifting a single card at random at the end of every stage instead.
Other than that, this was quite the game. Congratulations at finishing your Compo game. You could say that it did... "Hit the Mark".
@fil089 the idea behind the "one card at a time" idea is that it adds replayability since each time you play, you'll construct a different deck. I personally like roguelikes, which may have influenced that decision. I think that people who like roguelikes will like the "one card at a time" mechanic, while fans of card games may have your preferences.
It reminds me of some game I've been playing on PSP a bunch of years ago (I mean the mix survival + cards). Can't remember though; still, it's a concept that works! Good work
Nice idea, it's a bit boring at the beginning, but it's hard to balance ld games! The spikes felt unconsistant, so it was hard to predict when to jump. Either way, great job coming up with the idea. Totally playable and well executed!
Comments32
Btw, the reasoning behind the Z for the card menu and X for select is that on the gameboy and DS the button to the right(A) is always used to select/confirm things. That's just what I'm used to.
https://ldjam.com/events/ludum-dare/41/hype-time
Just a couple remarks, but I did find z for cancel and x for select a bit confusing, as I expected the order to be vice versa. Obviously not sure about other people. Maybe I'm just used to the Pico-8 controls after playing several of them for this jam.
I also for some reason found the ground spikes a bit hard to see, especially the animation that happens right before the spikes show up. It took me a couple of times getting hit until I finally got used to them.
Anyway, those are very much nitpicks. Overall a fantastic game! Great stuff!
Got to Day 2 1/3.
Some other things I wasn't sure about was the card select/discard at the end of the level, anyways nice work! :)
^-^
This game got intense fast, and I like it!
Overall though, I really enjoyed this game. It gives me Potatoman Seeks the Troof vibes with the tumbleweeds and the constant dodging of the elements. I loved the art style and the floatiness of the jump worked in the game's favour. The idea of collecting and playing cards to affect your abilities was done in such a way that made it fun but also wasn't too easy or unreasonably difficult. At first, I thought maybe the abilities lasted too short but the game overall makes it work by giving a lot of cards. That being said, it's kind of unfair when you're just starting out a wave and the cards are all a double jump's reach away and by the time you do get a card within your reach, those cards go away and URGH! Well, it was a real workout to say the least. :stuck_out_tongue:
Sound effects were good, the chaotic and dissonant music truly added to the insanity of having to constantly dodge hazards. It does grate a tad on the ears after a while, but when playing the game for as long as I did, the music mostly helped to elevate the experience rather than distract from it. And the graphics are really well done; love the details in the background and the retro aesthetic.
Y'know, I don't have anything to give for feedback. Just a sujestion that impacted my rating on the theme negatively.
I can imagine this game been better by having the cards accessible while you platform across the screen, melding the two genres together, and I find myself quite disapointed that I don't have the ability to customize my entire deck at one go, shifting a single card at random at the end of every stage instead.
Other than that, this was quite the game. Congratulations at finishing your Compo game. You could say that it did... "Hit the Mark".
Can't remember though; still, it's a concept that works! Good work
I feel like the speed cards were kind of useless though, I always replaced them when given the chance.
I made it to high noon on day 2.