Grid Battle by Sarah
Play Grid Battle
My game really doesn't have much to do with the theme, I just really wanted to build a card battle system. If you've ever played Baten Kaitos, you'll feel at home in this game!
The main goal is to create meaningful number combinations (straights, pairs etc) to get Prizes at the end of battles.
A Prize is a damage modifer and will help you win faster and keep those sweet, sweet HPs.
I made all the art and did all the programming myself.
The music is from Incompetech.
To Win
Fill in grid spaces (by winning battles) to match the mini grid.
To Lose
Lose all your HPs and you will lose!
Step One -----> Start A Battle by clicking on a grid space.
Step Two -----> Play cards by clicking and dragging towards the number you want to play.
Step Three ---> Have fun!
Attacking
The main goal in battle is to play number combos using the 4 different corners of each card. Better combos deal a lot more damage. You can only play Attack cards during your Attack turn.
Numbers on cards matter!
Defending
You can defend in the same way as attacking, this time combos will reduce the damage taken.

Progress
End of Friday Night:
Saturday Evening:
End of Saturday Night:
Sunday Evening:
Monday Morning:
| HTML5 (web) | https://rainbee2214.itch.io/grid-battle |
| Original URL | https://ldjam.com/events/ludum-dare/42/grid-battle |
Ratings
| Overall | 637th | 3.348⭐ | 25🧑⚖️ |
| Fun | 796th | 3.022⭐ | 25🧑⚖️ |
| Innovation | 379th | 3.391⭐ | 25🧑⚖️ |
| Theme | 1240th | 2.175⭐ | 22🧑⚖️ |
| Graphics | 479th | 3.587⭐ | 25🧑⚖️ |
| Mood | 614th | 3.1⭐ | 22🧑⚖️ |
| Given | 17🗳️ | 17🗨️ |
As for the gameplay, it'd be nice to give the player more time to think about the combos than just a few seconds.
I could possible add a toggle to turn the difficulty down so that there's time to figure it out at first (:
I'd like to play, though. I like unique card battle games.
Most of the graphics is nice, a few elements that stick out polishwise but it looks really good!
Audio is catchy and not too much.
Instructions are somewhat clear, the ? button really helps!
I got the pattern to fill left side + right side + 3 in the middle, but it doesn't seem to trigger any win condition for me and I can re-play my squares as well.
Web version of the game is a :thumbsup: from me (since I prefer not installing 5million programs).
Really love that you posted gifs of your progress for the different days.
Like Jegus9 said, maybe ramp it up the more you play.
I didn't really get why I should pick different colours vs just picking high (or 1-9/9-1) numbers.
Think you did really well, I had fun playing it!
@nightsong The win condition seems iffy at times, although I know it works at least sometimes (maybe it won't let you win if there are extra, I didn't get to test it much :( ). It was the very last thing added and I didn't think it would happen. I also wasn't able to build out any custom enemies, so they're all pretty easy, and you're right, the combos aren't necessary to win. But the combos are just one of the main mechanics.
Ideally I wanted to have customized enemies with elemental resistances, so that the elements on the cards did matter. For right now, all that matters is to not play opposing elements or the damage will cancel out.
I'm already working on a post jam version that I'm hoping can be a more fully fleshed out game, with lots more intro to the battling. With things like cards that have less than 4 numbers, and more types of defense cards.
https://www.twitch.tv/videos/298139021## Gameplay at 29:00
It is confusing I know haha, but I was so focused on building out this specific mechanic that I didn't have time to build a good tutorial, but thanks a lot for trying it out!
Me and @kodachi both worked on recreating the battle system as well on our own time and wow this blew us away. The use of drag and swipe to select the spirit numbers is genius, and filling the deck with opposing elemental magnus definitely makes quick decision-making harder. A lot of work went into making the UI look fantastic as well. The spirit numbers being a little hard to see would be my only gripe.
Well done!
The most work probably went into the UI, and I had the game open in the room while I was coding (need a break? play a battle :P) so I was directly trying to recreate what they had going on. And I have to say, using the actual game UI as a reference was SOO helpful (:
As for the timer, I was using 5 seconds for testing and I sort of never really changed it, but I was going to set it back to at least 10 seconds, or maybe even 30. I completely forgot to go back and change the int before building though.
Same for the colours, except I just kind of lost the will power to fix the colours so that they worked better together. The main issue is that I have two monitors, and the colouring on one is really weird, so I didn't notice the colours were a little off until I was testing the actual itch version. And by that point, I was too tired to change the build :P
Concerning graphics, I love the UI style and disposition :)
Seems fun to play but didn't understand sorry :cry:
The concept look polished but lack of some explanation.
Is that a 2 player game ? I play against myself or their is an IA ? I missed that part too.
I don't know Baten Kaitos so it took me a while to understand what the game was about but even now I don't think I quite fully got it, I though I was winning and when I colored all the grid boxed the game told me I lost :(
I think it would be cool to have some sort of tutorial, even very brief. Also maybe adding some indication about which player is which.
but overall it's a nice entry, and with a few tweeks it could become much more accessible :sweat_smile: