ShakyShaky by Arash Ghorban
This is an early prototype for the Ludum Dare 49 Game Jam
Shaky Shaky is an Unstable card game.
You have to mix a few materials before the time runs out.
Of course the time given for each mix is Unstable as well! No way to know for sure!
(It's a random number between 4 and 8 seconds)
As you add different materials to your Mix it becomes more and more Unstable
to the point where if your mix's Unstability reaches zero it will explode in your hands and deal half the damage to you instead of the opponent.
The more powerful the material you are adding to your mix the more it makes it Unstable.
Be careful and have fun!
Remember to give your mix a little ShakyShaky before throwing!
I hope you enjoy my game!
Change Log:
- Just added a multiplier to the instability so the game becomes a bit more challenging (2 lines)
- Fixed a bug where the player didn't take damage from self mix explosions (1 line)
| Link | https://arashgh.itch.io/shakyshaky |
| Link | https://arashgh.itch.io/shakyshaky |
| Link | https://arashgh.itch.io/shakyshaky |
| Original URL | https://ldjam.com/events/ludum-dare/49/shakyshaky |
Ratings
| Overall | 464th | 3.02⭐ | 27🧑⚖️ |
| Fun | 512th | 2.56⭐ | 27🧑⚖️ |
| Innovation | 298th | 3.26⭐ | 27🧑⚖️ |
| Theme | 367th | 3.3⭐ | 27🧑⚖️ |
| Graphics | 371th | 3.2⭐ | 27🧑⚖️ |
| Audio | 357th | 2.792⭐ | 26🧑⚖️ |
| Humor | 389th | 2.152⭐ | 25🧑⚖️ |
| Mood | 455th | 2.543⭐ | 25🧑⚖️ |
| Given | 17🗳️ | 18🗨️ |
AmI supposed to be able to spam click everything?
It goes into title screen at Round3 is that supposed to happen? (as you said, early prototype)
Is it ready to get rated yet? (early prototype?)
Menu etc was slick but would have like the core fighting part to have more feedback/context.
Let me know if I missed something, happy to revisit.
As feedback, I would probably tie the stability to the cards themselves instead of tying it to time. E.g. Each card has a "instability" value and stronger cards have higher instability. If you play too many cards at once the player will take damage. That encourages players to think if maybe it's still worth it. But in terms of a quick fix, I recommend increasing the "unstability's" drop rate, as I was able to play my full hand and never have to worry about it even getting close to zero.
But seriously, good job. A card game is incredibly ambitious for a Compo, and you nailed the framework. Plus, your concept really has potential. Overall, awesome.
right now the ai is just playing random cards so there aren't really any strategies.
and about the health... it actually matters... when your or the opponent's health reaches zero the other player wins that round their score( the number in front of your name ) is increased and when you reach a score of 2 you win the match
sorry about the rushed mechanics with more time I could have polished a lot of things, and implement more of my ideas in the game
I will try to increase the drop rate...
Battle feedback would also help but I am quite interested in the premise (slay the spire meets potion craft vibes)
I would suggest a "Mix" button that indicates you are finished, mix the current mix. (Kind of like an end turn button?)
Also need better feed back about what the opponent is doing, it was Round 3 before I realized that this was a fight and I was not just playing with ingredients!
Feedback would also help separate what the ingredients are doing, as it is there is not much to tell what ingredients do.
Cheers!
-LB
Anyway thanks for playing and I’m glad you enjoyed it
Anyways thank you for playing and the feedback
I was quite confused at the start, but after reading the comment section and trying it out a few time, I think I understand the the idea.