Psychology of the Depths by saintchristopher777



A psychology themed card game based on the flavor of Carl Jung's works.
"Dig deep" by exhausting your deck of feeling, thought, sensation, and intuition cards. Each level deeper you go, you can add helpful cards to the deck, but "bad" cards will be added too, making it harder to continue.
How deep into the unconscious can you go?
My first ever game jam/compo. I hope you like the game!
Tools
Engine: Unity with C#
Art: Krita and Gimp
Audio: Audacity and my own voice.
Motivation: Coffee
Change log
Update 1:
Fixed some issues with UI resolution scaling (ultrawide should now be playable).
HTML Web version now available!
Update 2:
Corrected a few typos.
Cleaned audio files to remove "background buzz."
Increased card text size (as people were saying they were hard to read). [Web build only, for now]
Update 3:
Added a few missing animations and a missing card effect.
Web version includes restored features. There's not much difference, but play the Win or Mac versions to see the game in its "48 hour only" state (excepting a couple minor bug-fixes).
Ratings
| Overall | 391th | 3.53⭐ | 52🧑⚖️ |
| Fun | 601th | 3.08⭐ | 52🧑⚖️ |
| Innovation | 185th | 3.73⭐ | 52🧑⚖️ |
| Theme | 194th | 3.96⭐ | 52🧑⚖️ |
| Graphics | 354th | 3.58⭐ | 52🧑⚖️ |
| Audio | 353th | 3.327⭐ | 51🧑⚖️ |
| Humor | 184th | 3.267⭐ | 47🧑⚖️ |
| Mood | 362th | 3.391⭐ | 48🧑⚖️ |
| Given | 114🗳️ | 157🗨️ |
But the text are too small and it is quite hard to understand what to do.
Some more guidance would be just perfect!
@ruslanch @lighty-the-light @hotpaw @smooches Thanks, glad you liked it!
I never figured out what memory and introversion do, nor did I follow through what special cards do, yet somehow I managed to go through five levels by just ordering cards by symbols (as my brain likes to call them - brain, lamp, heart and eye). Which is a compliment to your game's accessibility, it would be very frustrating if I couldn't pass levels without understanding every single thing.
Great job for your first LD, very nice graphics and interpretation, you have put quite some thought into this, and you have accomplished a great deal for short time.
Glad you liked it!
If would like to quickly update your game with some minor improvements, I would suggest getting rid of the typos and cleaning up the voice audio files (removing the noise).
With the very high popularity of card games online, I think you could easily turn this into a commercial product. Either a more polished single player experience or PvP... I would be very curious to see what you could come up with.
Well done :smile:
Took me a bit to figure out how the game worked but after a few blind runs the tutorial made sense and I enjoyed the rest of my playtime.
I like the art, and though the rules are simple, there still is some challenge!
I'm particularly interested in the theme you choose as a once avid reader of CG Jung. I've read 5 of his books and the Red Book ^^
I also played mentally about a game idea for a while using Jung's work. You know, he words this idea as follow : the more you go down towards your shadow (the Eye, the chtonian depths, etc) the more brighty shines your God, and the more you rise towards your God, the most tempting becomes your shadow self. I felt that ^^
Nice LD friend, good luck and happy game development :)
I suspect a lot of this is just a lack of vfx/treatment around them. A more obvious effect to show each card's effect when it plays would really highlight what they do; though even then I find myself strategizing mostly around card archetypes, not effects.
Played a bit, seems fun! Nice work!
I don't know much about Carl Jung, but because of this game and a couple others that were also inpired by him, I might look a little into him.
It took me a while to figure out how everything worked (in hindsight that's my fault for not reading the instructions properly), but it was fun to play after that. I managed to get to level 7. Nice voice work :)
And good voice acting. It's very rare for jam games, but always great!
I've played your game here (as you asked). :)
I will make the full analysis soon.
https://youtu.be/lciF4F6MkJw
**Analysis...**
1 - Mechanics, Learning and Flow:
The game consists of consuming all the cards in your set. To do this, you need to use each card. Each card has a type and can only be played if that specific type is allowed at any given time. There are other mechanisms that determine the gameplay, such as the possibility of losing due to lack of movement (that is, the cards in hand cannot be used).
Learning the basics is quick, however there are some things that make the experience less interesting (such as hiding the cards if you don't have the mouse pointer over the card region), or even the fact that it isn't always selected. the letter you would like (because you are still selecting one next to it (maybe it is a question with the collision box used (or equivalent))). Learning how to deal with the mechanics of each card is a new layer of challenge, which demands more time. The graphic arts are well finished, so over time it is possible to distinguish the cards without actually having to read them in full (perhaps just by looking at the name and the image or even just by looking at the image only).
The flow of play depends on the player's patience in reading the cards and making the best decision with each move.
2 - Graphics, Audio and Narrative:
The graphics were, for the most part, very good (especially considering the short time of the event).
The audio is interesting (the dubbing seems to be funny and stereotyped (I suppose no one will complain about this stereotype)).
The narrative focuses on advancing the levels of difficulty, suggesting that it reflects the difficulty of delving into the human mind (at least I understood it this way).
3 - Culture:
The game talks a lot with the area of Psychology. In addition to being very interesting when approaching very popular card games (like Magic: The Gathering).
4 - Monetization:
I suppose that the due artistic polish (allowing greater saturation of some part of the graphic art, so that it becomes more clear) and some improvements in the interface (suggestions previously mentioned) can make this game something fun for some people. If the game can be edited by a "provider" (a psychologist, for example) so that it can be used as a way to reach a patient, perhaps (here I open a big parenthesis, as I would have to consult someone in the area) the game could be sold as a support tool (accessory).