Card Hero by Skyball

[raw]
made by Skyball for Ludum Dare 45 (COMPO)

GAMEPAD support!

Welcome to "Card Hero"! In this game, you collect cards which you can then use to defeat your enemies!

Contols:

Walk: wasd (gamepad: D-Pad)

Select & use card: click (gamepad: left/right shoulder button + B)

Hide cards: space (gamepad: A)

Play it here in the browser: http://yanwittmann.de/game/LD45/

The original version: http://yanwittmann.de/game/LD45old

Change log:

  • adjusted volume

  • other minor bug fixes

Here are a few screenshots (spoilers!):

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Anmerkung 2019-10-06 210512.png

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Ratings

Overall 298th 3.286⭐ 23🧑‍⚖️
Fun 227th 3.262⭐ 23🧑‍⚖️
Innovation 349th 2.952⭐ 23🧑‍⚖️
Theme 402th 2.905⭐ 23🧑‍⚖️
Graphics 424th 2.667⭐ 23🧑‍⚖️
Audio 334th 2.556⭐ 20🧑‍⚖️
Humor 282th 2.361⭐ 20🧑‍⚖️
Mood 407th 2.725⭐ 22🧑‍⚖️
Given 18🗳️ 6🗨️

Feedback

Kanonix
06. Oct 2019 · 20:31 UTC
Game is simple but quite effective ! The design is simple, but cards are even better good looking and I loved it ^^
Be careful with your sound volume though, it destroyed my ears with my headphone :D

Good job !
Cpokered
06. Oct 2019 · 20:35 UTC
I would recommend a better mad design and higher contrast with the tiles. Try a metroidvania type maybe
Kirbloid
07. Oct 2019 · 00:14 UTC
It's cool when you can feel the progression between "okay but what is the game" and "ooooooooh neat!" as you play it. This is definitely the kind of game your imagination can run wild with possibilities on.
TwinTurboDouche
07. Oct 2019 · 13:56 UTC
I like the idea of using cards as pickups! The enemy health progresses a little too quickly but if you learn to run and hit, you're fine! Nice game!
Bungalow
07. Oct 2019 · 13:58 UTC
The cards look really nice and I've never seen this sort of gameplay concept in a game! Awesome job, loved it! :)
Polyethyleneglykol
07. Oct 2019 · 13:58 UTC
Interesting Idea with the cards as weapons! The floor and wall tiles need better distinction, but other then that pretty cool!
RilleP
07. Oct 2019 · 14:11 UTC
The sword animation was super cool!
I think the game would have felt way better if the movement was not locked to the grid and was a bit faster.
Joe Williamson
08. Oct 2019 · 16:09 UTC
I like the concept and I'm a fan of card collecting style games. The grid based controls were a little awkward, and didn't feel consistent with the non-grid movement of the enemies. As others mentioned, more contrast in the walls would be helpful. Also, the randomness of the fire was annoying sometimes when it just didn't go where I needed and then I'd have to wait. Was fun to collect everything :)
🎤 Skyball
09. Oct 2019 · 19:30 UTC
Thank you so much to all of you! I am glad that you liked it with its flaws nevertheless.

I know, some of the elements seem a bit weird, but that was the best I could do in the 2 days. I definetely learned a lot of new things and this is the most important to me.
Doodums
19. Oct 2019 · 10:53 UTC
I liked the grid movement, I think if the enemies also were bound to a grid, it would have felt better. Also having to move so closely to the side for the camera to show you the border didn't feel that great.

Other than that, I really liked it, well done!
Sheepolution
19. Oct 2019 · 11:02 UTC
Solid game! It was well balanced with the monster becoming more difficult to beat. The sound effects worked well. It's also impressive how long the game is. Well done!
Adam Saudagar
19. Oct 2019 · 12:39 UTC
really good game well balanced, speed felt a bit slow in the start which makes the game feel a bit unresponsive, I reallized that this is for balance but maybe u can change something... the walls and the floor looks a bit similar which was confusing me alot, apart from that really great game. loved the boss fight and varity of enemy types

Really good job! Keep it up!!!
TheCrittersCove
19. Oct 2019 · 22:57 UTC
Neat game concept, but it has some issues. As a few people mentioned, the movement and collision is a bit wonky. There should also probably be a slight cooldown between hits against the main character. It would also help if the beetles had different colors or sprites depending on their health/strength.

I like the card move scheme, but the cards probably don't need to take up so much space on the screen. The fire spell is fun, though a little unpredictable. In the beginning it's a little awkward wandering around to find the first card. Maybe place the card a bit closer, or briefly point an arrow where the player is suppose to go initially.

The game is a bit rough around the edges, but it has a lot going on for a compo game. With a bit more work, you might have something really interesting here.
umsee
20. Oct 2019 · 04:48 UTC
Solid level design. Good game. With improved graphics it can go a long way.
Aurthem
20. Oct 2019 · 09:34 UTC
I see this game as an action RPG (e.g., Diablo) with leveling replaced by items from exploration. The level design is pretty good, barring the "starting with nothing" part (the first ability could've been closer, or an arrow could've been used to prompt exploration).
A few notes:
- Being unable to move diagonally when two buttons are pressed simultaneously gives a very sluggish feel to the movement.
- Enemies move in a straight line based on visibility, but weapons can hit through walls - this leads to "cheesing" them around the corners, plus the player cannot escape if the enemy caught up to them.
- Enemies have a different amount of hit points without any indication, so the player is unable to plan their actions appropriately.