Wild Cards by Adtberp
Hello to All and Thank you for try our game.

Its a survival game, but you must have the right card to survive. it's our first attempt in the making of a 3D game. You can collect some resources, tame animals to generate food, and upgrade your tools.
don't forget to eat, and rest, to restock your deck.

The LudumDare version was made to run at 800x600. we forgot to change the settings and limit the resolution to 4:3 :(
We also added an "After Ludum Dare" version, give it a try if you want, but remember to play the first version to vote us.
Added Final Version WEB!
https://mektidas.itch.io/wild-cards-web

We Use:
-Blender.
-Unity3d.
-Inkscape.
Saludos desde Argentina.
| Windows | https://adtberp.itch.io/wild-cards |
| HTML5 (web) | https://mektidas.itch.io/wild-cards-web |
| Original URL | https://ldjam.com/events/ludum-dare/41/wild-cards |
Ratings
| Overall | 544th | 3.492⭐ | 67🧑⚖️ |
| Fun | 586th | 3.3⭐ | 67🧑⚖️ |
| Innovation | 421th | 3.554⭐ | 67🧑⚖️ |
| Theme | 390th | 3.854⭐ | 67🧑⚖️ |
| Graphics | 761th | 3.185⭐ | 67🧑⚖️ |
| Humor | 750th | 2.596⭐ | 59🧑⚖️ |
| Mood | 604th | 3.266⭐ | 66🧑⚖️ |
| Given | 128🗳️ | 119🗨️ |
EDIT: I played this on stream, if you'd like to check it out, you're at ~1:18:00. [Twitch Video](https://www.twitch.tv/videos/254590165)
The graphics, UI, and sound were solid and effective. Good job designing all the card images, items, and animations. Aesthetically, I wish it was a bit more unique. Maybe experiment more with color palettes, gradients, lighting and effects.
I also played the post-Ludum Dare version after I died, and I really like the added music. It really helps you get into a relaxing rhythm of gathering, upgrading, eating, and resting. I managed to upgrade my sword to level 4, so the monsters weren't much of a threat. My biggest challenge was just discarding fast enough to reach an "eat" card.
The LD version definitely has some problems but you fixed most of them already.
At first I just completely ignored the fact that you can throw away cards and the game felt very difficult. But after realizing my mistake the game became kind of easy by just focusing on the bow. I still haven't figured out if you can win the game.
Definitely my game of the jam so far. Would love to see this continued. If it got some more depth like deck building I would spend money for it. Amazing work!
Cool game :) I will check the non LD version later ;) Keep coding :)
Very solid entry.
Keep working on games to make even better ;)
[My game](https://ldjam.com/events/ludum-dare/41/engine-in-shadow)
@bloodyaugust Most of the problems you encountered are solved in the after Ludum Dare version.
@Cygnus We reduced the waiting time en the after Ludum Dare version, we realized too late it was that much, during the event I thought of adding a progress bar but later forgot to do it.
@DigNZ Some cards need resources to be used, like the upgrade cards, you can see that in the card description, in the top left.
@Sibi Money you say... jajaja We don't have plans to continue the game for now.
@Mathiouza During the event we talked about the idea of having the camera closer and following the character or even a third person perspective but decided to just leave it so you can see all at the same time.
@Rebecca-Kremer In the after Ludum Dare version we changed the goblin AI a little so they prioritize the house more, and when I thought of about an animal that you can get food without killing it, chickens were the first thing that came to my mind, though goats could work too.
@Carter-Andrews There's no tutorial but the cards have description to tell you what they do, you can see that in the top left.
I think some things could be improved, for example I did'nt really know what the hunger was doing. Can't you play cards if you have -50 or less hunger? Also it would be nice if the cards would show their effect (like +20 wood, --10 hunger, -10 stamina).
Other than that though, I think you made a really nice game, so nice job guys!
-I noticed that the animal gave food based on time rather than cards played, while everything else in the game ticked on cards (i.e. food was consumed when card played, energy etc.). This made it so that it was sometimes a good idea to just sit there doing nothing.
-On that note, having to wait for the animations to finish before you could play another card was a bit tedious. Maybe having some way of stacking multiple cards would be good.
-Being able to freely discard and redraw cards kind of removed the element of "taking the hand you are dealt", which made the whole card mechanic kind of redundant. If I can just discard cards until I get the one that I want, why not just be able to select which action I want to take instead of redrawing cards until I get it.
Other than those complaints though, the whole thing was well put together, especially for your first time working with 3D software. Well done!
In the begining I thought food/eat cards were the bottleneck and in a certain way in the begining they are. But when I noticed you can just throw away cards until you get an eat card (or any other card for that matter) things got a lot easier. When I realized how powerfull tame was I basically stopped caring about food gathering, since it would autorefill while I was doing other stuff.
Another part of the food-imbalance is the fact that stave is basically a non-mechanic. You can easily outheal the dmg with heal cards that cost nothing (no resources, no hunger, no energy) and/or eating later. At this point eating became more of an energy-managing mechanic, since being out of energy actually meant I couldn't do anything on that day.
At this point the game kinda started playing itself: I would try to upgrade most equipment every day (save bow, house and hoe - these I didn't really need with taming and high sword values) and get through the whole deck before resting.
I died at day 11 because I wanted to find out what happens when you throw all you rest cards away.
I still enjoyed the game a lot and think with some more balance and difficulty it could be very fun.
here are some ideas that would in my opinion help adress this point:
* make starve actually hurt you
* the difficulty of foes should increase much faster
* tame needs to be nerfed without loweing the chance to succesfulyl tame.
* bow should have some benefit over sword.
* make the house more relevant.
Was there a way to switch between weapons that I missed?
I think some background music would have really added to the experience.
Overall, well done!
The game need some balance, I was starved to death because the "eat card" simply doesn't appear.
I think these mechanics would work very well in a mobile game if you implement a queue system for these cars. Think about it :smiley:
Please, take a look at my game to: https://ldjam.com/events/ludum-dare/41/confessional
I left my rating of your game, if you can leave your feedback in our game, Witch's Escape.
I hope you continue with the project.
https://ldjam.com/events/ludum-dare/41/witchs-escape