Witchcraft: the Collecting by theufo

[raw]
made by theufo for Ludum Dare 45 (JAM)

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✨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

  1. Click on the club on the map to start a challenge.

  2. While challenging click on the animated fluents to increase your chance to win cards after the challenge.

  3. Open boosters to view new cards.

  4. Sell cards from your inventory to increase player's level.

  5. Unlock new clubs by increasing player's level.

  6. Be proud of yourself and reach the top-level tournament.

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Full walkthrough:

https://youtu.be/uffOP7Jsel0

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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🗨️

Feedback

Adam Gaskins
08. Oct 2019 · 02:35 UTC
Fun idea! Always loved opening card packs.
Hellpug
08. Oct 2019 · 02:44 UTC
Ok, taking a break from your highly addictive game to post feedback. So I enjoyed this. A fun spin on a clicker game. As far as I've gotten the audio is the same throughout so it would be good if different clubs had different tunes. A thing I noticed is that there's no way (as far as I can see) to full screen the game. When you get too many cards after a match they start to be cut off in the window.
oskardevelopment
08. Oct 2019 · 15:45 UTC
Cool concept, took in the best parts from existing games. Would've liked if the game map and the game itself had some more complexity in them. Loved the opening of new decks!
Skyeward
08. Oct 2019 · 15:45 UTC
Fun idea, you turned Magic into a... first person shooter? I love how you distilled that collector's joy without leaning too hard on the complex mechanics!
LoneWolfDev
08. Oct 2019 · 15:51 UTC
Curious game. Maybe another type of gameplay would have been better to make more funny the process of getting the card packs. But I like the game idea!
JLV
08. Oct 2019 · 15:55 UTC
Really fun and addictive game ! I went all the way to Aigo, and really enjoyed the little bits of personal story, as well as your focus on pure collection.

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.
Entropy
08. Oct 2019 · 15:56 UTC
It's a good little clicker game, it's a fun take on a card game in which you don't actually play cards !
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.
fieryvictorystar
08. Oct 2019 · 16:20 UTC
I like the idea of a card game that is about opening card packs.
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.
Alphish
08. Oct 2019 · 18:29 UTC
An incremental game... I guess theme like "Start with nothing" tends to lead to these (full disclosure: it's actually the first game I play).

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.
🎤 theufo
08. Oct 2019 · 20:38 UTC
@jlv Thank you very much. It means a lot to me.
Korath
08. Oct 2019 · 21:01 UTC
i dont know if it was just for me but the clicking hot spots were way to fast and i messed a "hit" feedback. I really would have enjoyed more diversity (graphics and audio) in different clubs. Lot of creativity in card naming though there is nearly no motivation to read it.
ryzy27
09. Oct 2019 · 11:52 UTC
Cool game! I got hooked and couldn't stop playing!

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!
RaineTheGlutton
09. Oct 2019 · 21:31 UTC
Thanks for rating our game.

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.
Fammy
10. Oct 2019 · 08:44 UTC
I love the work of the artist ! The game is addictive and I found the gameplay interesting !
Nice job !
Oakwarrior
10. Oct 2019 · 09:22 UTC
Didn't really understand the game. I got the starter pack and then proceeded to lose 11 of the challenges in a row. No other actions seemed to be available.

Art looks very nice though, and the idea works on paper I guess ^__^
fallcresthero
10. Oct 2019 · 09:41 UTC
Nice job. I really like the idea of tcg game that catches the feeling of actual collecting, club tours and all other aspects of tcg without simulating playng cards mechanics. For now it feels like it should have a lot of improvements like the ability to sort your cards, maybe even to search cards by keywords. And It would be nice to have some simple arcade mechanic about actual play, maybe to give your opponent an option to catch fluents and who gets more become a winner. And to give your player some ratings, how many victories he held this season or something like that.
Anyway it is still a great game for a jam and I would defenetly like to see a full game that uses that concept.
Oneki
10. Oct 2019 · 09:52 UTC
- Enjoyed the setup, writing and the logo (my graphic designer background speaking).
- Did not enjoy you reminding me I have a stupid brain that enjoys opening booster packs all too much.
Barbiche
10. Oct 2019 · 10:56 UTC
It is a interesting concept! Who care of playing with the cards as long as you can collect them? :D In general I really enjoyed, you can spend much time on it without realizing. The minigame during the card battle is a good idea to keep the player engaged too. Would really need an upgrade on sorting the cards so that you can organize your collection better and sell what you have. Nice job overall!
PabloTitan
10. Oct 2019 · 12:59 UTC
Twisted idea :D but it's actually really funny and enjoyable :)
🎤 theufo
10. Oct 2019 · 19:27 UTC
@oakwarrior While you are looking top down to table, you just need to click on strang blue animated things)
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 :)
Oakwarrior
10. Oct 2019 · 21:16 UTC
@theufo Thanks for the tip! Will try again harder ^_^
Teapoly
12. Oct 2019 · 10:50 UTC
no one can resist opening a booster pack
Coisne Nathan
12. Oct 2019 · 17:24 UTC
i played this game only to open booster xD
Captain Nakou
24. Oct 2019 · 14:30 UTC
booster pack opener team all the waaaay
Khmaraches
24. Oct 2019 · 15:10 UTC
A great idea. I love the idea on a game based on *lootboxes*, hum boosters). Remembered me how I played mtg for nearly a decade.

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.