
Star Battle Poker
This game is from ldjam.com, which is currently unavailable.
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You can try viewing the original page on Web Archive (may not load correctly).
Defeat enemy ships by playing poker! Your winnings can be used to recharge your shields or attack your enemy. Standard Texas Holdem poker rules apply.
There is UI flaw that I didn't have time to fix: The slider will let you allocate more points to your shield than you need, those points get wasted. It's not a problem if you keep an eye on the numbers but ideally the slider would lock to prevent you wasting points. There's also no audio/visual feedback that the shields are being charged, just ran out of time.
Overall the visual style is a bit of a mix of pixel art, crisp UI and deliberately blurry game camera that doesn't quite come together like I'd hoped. If I ever expand this concept I'd probably constrain everything to a single style.
EDIT: There seems to be a bug where shields are sometimes displayed as being at zero when in fact there's just a little left. The next attack will knock them to zero.
Full disclosure, I started the project with an existing poker framework taken from another game I'm working on. This was still the most complex jam-game I've ever made, but I wouldn't have pulled this off in two days without the existing framework. I also borrowed the card graphics and some shaders, everything else was made this weekend.
There is UI flaw that I didn't have time to fix: The slider will let you allocate more points to your shield than you need, those points get wasted. It's not a problem if you keep an eye on the numbers but ideally the slider would lock to prevent you wasting points. There's also no audio/visual feedback that the shields are being charged, just ran out of time.
Overall the visual style is a bit of a mix of pixel art, crisp UI and deliberately blurry game camera that doesn't quite come together like I'd hoped. If I ever expand this concept I'd probably constrain everything to a single style.
EDIT: There seems to be a bug where shields are sometimes displayed as being at zero when in fact there's just a little left. The next attack will knock them to zero.
Full disclosure, I started the project with an existing poker framework taken from another game I'm working on. This was still the most complex jam-game I've ever made, but I wouldn't have pulled this off in two days without the existing framework. I also borrowed the card graphics and some shaders, everything else was made this weekend.