Witchcraft: the Collecting by theufo

✨Welcome to the world of magic and wizardry! What? Never heard about the collecting card game Witchcraft: the collecting? Here is your first card! And yes, it’s called “start with nothing”, but it’s better than nothing, ha-ha!✨
But now you don’t need to make hard decisions of which card to play - your deck fight by itself! Just sit back, slightly relax and have a cup of hot tea.
Open boosters, collect all 150 cards and make it to the top-level tournaments like a wizard, but without any scars or changing robe’s color!🧙♂️
🎮GAME RULES
Click on the club on the map to start a challenge.
While challenging click on the animated fluents to increase your chance to win cards after the challenge.
Open boosters to view new cards.
Sell cards from your inventory to increase player's level.
Unlock new clubs by increasing player's level.
Be proud of yourself and reach the top-level tournament.

Full walkthrough:
https://youtu.be/uffOP7Jsel0

| Youtube | https://theufo.itch.io/witchcraft-the-collecting |
| Youtube | https://github.com/theufo/Witchcraft-the-collecting |
| Original URL | https://ldjam.com/events/ludum-dare/45/witchcraft-the-collecting |
Ratings
| Overall | 821th | 3.176⭐ | 39🧑⚖️ |
| Fun | 891th | 2.851⭐ | 39🧑⚖️ |
| Innovation | 476th | 3.284⭐ | 39🧑⚖️ |
| Theme | 578th | 3.284⭐ | 39🧑⚖️ |
| Graphics | 689th | 3.297⭐ | 39🧑⚖️ |
| Audio | 568th | 2.892⭐ | 39🧑⚖️ |
| Humor | 431th | 2.972⭐ | 38🧑⚖️ |
| Mood | 770th | 3.068⭐ | 39🧑⚖️ |
| Given | 30🗳️ | 45🗨️ |
Pluses :
- Addictive clicker gameplay, and rewarding collection mechanic
- Clever ways to diversify the deck (shiny cards)
- Good difficulty curve, and many clubs to unlock
Possible improvements :
- Due to the balance, it is actually possible to skip many of the clubs on the way to Aigo.
- It is easy to get lost at the very beginning, looking for the actual Card-playing gameplay
All in all, excellent work. One of my favourite games of the jam so far.
It's too bad that there is no way to sort the cards in your inventory in order to see which card you have and which card you don't.
For a follow up idea, you could have a mechanic in which the actions you do (for exemple clicking at the right time, etc.) influence the card match that takes place bellow, and you could lose cards if you don't do the right thing.
Well done, I like the humour of the game.
The game itself was fun but got boring soon, since all cards are basically the same.
If the game is continued making gameplay about deck building and not just opening boosters and selling their contents it could be really interesting, since trying to get the cards you want to complete an specific strategy is part of what makes opening boosters fun.
I feel like the game could explain itself better, especially with gameplay mechanic (collecting witched stuff) being so different than the framing surrounding it (a card game). It took me quite a bit of mental shift to realise that the game plays itself and requires no involvement from me.
Also, while I got these typical cards quite a lot, there are these glossy cards and I don't know what they give compared to the regular cards. Likewise, I couldn't tell if I can safely sell as many cards or if it would negatively affect my prestige. And for that matter, what benefits I get from my player level.
Maybe it was explained somewhere, but lots of information was given at once. Some on-demand help system would help a lot, but the closest thing this game had was description at the bottom (it *was* pretty helpful, but convered too little).
I think additional game feedback and maybe some redesigning would make the game easier to grasp. For example, some extra effects when the witched stuff is clicked, or cards actually being moved around to indicate that the card game plays itself (though maybe the latter would have the opposite effect?). Also, visually grouping the duplicate cards into a single card with a number indicating their count, to know how many cards I can sell while keeping at least one card of a given type. Then again, I can't tell if I benefit from owning a card once I already collected it...
There is also some additional room for polish, be it with graphics, UI (these cards displaying off-screen) or audio, but this lack of clarity stood out the most to me - I couldn't really tell if I'm playing the game correctly. >.<
Oh, and another thing - for a game that takes a while to finish, having a save mechanic is essential.
Couple more sound effects and a bit longer loop in the music would make it even better if you were to add something to it.
Thanks! Cheers!
Great job on the art and animation. The game looks really well polished considering the time constraints. However, I wasn't hooked on the gameplay. The collection aspect was a neat idea, but I would have liked some idle game mechanics to go along with the clicker mechanics.
Nice job !
Art looks very nice though, and the idea works on paper I guess ^__^
Anyway it is still a great game for a jam and I would defenetly like to see a full game that uses that concept.
- Did not enjoy you reminding me I have a stupid brain that enjoys opening booster packs all too much.
Please, tell me if your clicks don't count or there is nothing to click at all O_o - I'll definitely will fix it.
Game might be little laggy on slow PC's, the process isn't good optimised :)
The sole point to improve would be to ha have some reaction when you managed to click on the blue spell, as I was always unsure if I hit it or not.