We Come In Peace by Transkuja
WE COME IN PEACE!
Send signals to distant planets to convince their population of your good (?) will in this light deckbuilder. Keep an eye on your signal level as it will affect the effects of your cards!
Enjoy :smile:



v1.0 : Version uploaded by the end of the jam
=== POST-JAM ===
v1.1: added some animations, added explanations on enemies intentions, added tooltip on intentions to explain what they do
| Link | https://transkuja.itch.io/we-come-in-peace |
| Original URL | https://ldjam.com/events/ludum-dare/59/we-come-in-peace |
Ratings
| Overall | 302th | 3.75⭐ | 32🧑⚖️ |
| Fun | 236th | 3.672⭐ | 31🧑⚖️ |
| Innovation | 463th | 3.328⭐ | 31🧑⚖️ |
| Theme | 485th | 3.638⭐ | 31🧑⚖️ |
| Graphics | 372th | 3.845⭐ | 31🧑⚖️ |
| Audio | 389th | 3.37⭐ | 29🧑⚖️ |
| Humor | 288th | 3.185⭐ | 29🧑⚖️ |
| Mood | 562th | 3.397⭐ | 31🧑⚖️ |
| Given | 30🗳️ | 30🗨️ |
The concept looks fun and I’d love to try it
The gameplay is simple, and it's clear what you need to do. I enjoyed it and took over the world, thank you!
@pierre-marie glad you liked it :smile:
@echo-team we love deckbuilders :eyes: glad we could build one with an interesting twist
Switching between the two signal strength is really fun, and the cards are straightforward enough that there's no confusion between the strong and weak effects. I like that some cards are stronger in one signal type, and weaker in the other, that's super simple but it gives a lot of texture to it. Basically playing StS1 Watcher sort of feeling!
The "draw 2 but don't discard at end of turn" mechanic is sweet. It skews the game towards really valuing draw effects a little bit though, because if you run out of options you can just get murdered by variance/have a very hard time generating enough output.
I wish there was more content, which is a great thing to feel/think about a jam game. I'd play a fuller version!
The UI REALLY needs tooltips however, just to be more comfortable to navigate. (I was a little confused by a handful of icons/statuses - though not for long, it's easy enough to figure out.) Strategy is hard to do in a short timescale like this, and this has the right blend of known mechanics and very slight innovation in the margins. The "4 cards, add any amount" format is cute as well.
The game's balance felt pretty OK, especially for a jam game! It was fun to play twice, though I didn't see the difference between the classic and the challenge run. Bribery is really good, and also the only source of scaling, which is a funny sentence to type.
I don't know that I'd want to play many more times as is, because the game isn't difficult enough and the cards aren't different enough/don't offer that many different synergies to explore, but it's REALLY COOL for a jam game. You scoped it super well.
Very solid entry, I had a lot of fun!! Outstanding job!!!
Really nice job!
Really fun game, I love how you incorporated signal into this by giving the cards two different effects.
@sariiger Seems I missed the announcement too :eyes: Glad you liked it :smile:
And awesome graphics!
@z1116730 Thanks :pray: :heart:
@egrassah we wish we had more time to polish it even more haha. Thanks for playing :smile:
Cool art and a very fun idea! Congratulations!
Having more animations and explanations what the enemy will do would make the game even more polished, but I played the JAM-release and 1.1 and I see that you already put stuff in it, like the planet attack animation, which is very nice. :)
I like your little tutorial in the beginning, which helped understanding the game. As already mentioned by someone above me, the mood is really good.