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A jam submission

A Night of Cards and TilesView game page

Fight using cards and tiles!
Submitted by Braunstantine — 32 minutes, 2 seconds before the deadline
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A Night of Cards and Tiles's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#1423.8953.895
Fun#3553.2633.263
Overall#3593.4043.404
Presentation#5453.0533.053

Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Preferred Name
Braunstantine. (Brawn-sten-teen. like constantine)

Newbie?

Experienced

Nope - I've completed at least one game jam before.

How does your game fit the theme?
Each turn requires you to get started in order to play.

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Comments

Submitted

I think the concept is really strong, but I think you should be able to influence the board a bit more. This could mean just drawing more cards per turn, but it could also mean having a certain number of “tile swaps” per turn, being able to interact with enemy tiles, and/or being able to use cards to “lock” certain tiles for a number of turns. Would also be nice if you could defend yourself from damage in some way, like swapping tiles for some kind of shield tile or, as mentioned previously, being able to overwrite enemy tiles.

Developer(+1)

I've tested some new mechanics post upload and have added a card that can destroy an enemy tile. After Shovel finishes the winners video I'll upload what I've dabbled with.

The tile lock idea is interesting. I've been considering having the tiles be persistent anyways and i could see the lockdown even working with that in order to delay a grouping that would normally activate in order to combo more things.

Thanks for the feedback!

Submitted

Nice card fight game. I am not into card games so can’t say much. But I had fun playing this one.

Developer(+1)

Glad you enjoyed it, thanks for playing!

Submitted

You can check out my game too!

Submitted

Interesting concept!

The cards themselves is a little bit boring right now, but I can see there's potential. I would like to see cards that are more interactive with each other, rather than just themselves; and cards that offer more interesting decisions, rather than just replacing themselves with the identical tiles. For example I don't see why I wouldn't ever use an arrow card whenever I got one because it's simply just free damage.

Developer(+1)

You are completely correct. I had such high hopes and dreams of what cards I could make and then I realized on last day that that wasn't happening. Simple replacer cards were the easiest to implement and still get the basic idea of what my game was supposed to be.

Thanks for playing!

Submitted

I was able to play this on my phone which was really cool. Big props for making something mobile friendly.

Fun concept, easy to get the hang of. I squeezed out 12 victories before dying. Those rats didn't stand a chance (once I actually read the instructions and stopped throwing away my sword and spear swaps lol). 

It was fun figuring out the cost/benefit of playing a swap on the current board vs waiting for more damage potential—like how playing one sword swap to replace an arrow could net 9 damage vs getting the extra 1 from the arrow now and potentially getting off 3 more damage with the same number of swaps by arranging 4 swords. Did I lose that bet often? Sure, but I had fun. I dig it.

Developer(+1)

I actually had no idea this was playable on mobile, that's good to know!

There's definitely an optimal way to use your cards and I'm glad you enjoyed trying to find it. I just wish that I had the time to make it less RNG based. There needs to be some RNG in a deckbuilder sure, but not at the expense of tactics.

The highest victory streak I've been told about so far is 20 victories, and my other friend is dead set on trying to beat that record. 

Thanks for the feedback, glad you enjoyed it!

Submitted

Feels like an intro battle for a potentially really fun game! The combat is really good, i can see the vision of being able to customize our own decks, bosses potentially have some tiles blocked, consumables that act as tiles. Massive potential here!  Also damaging enemies feel so satisfying. Great job!

Developer

Thanks! With all the positive feedback I'm getting I'm seriously looking into expanding this idea, hopefully I can find a way to add depth to combat without hurting the fun.

Submitted

The idea is very creative and could be expanded upon with more mechanics. its unfortunate you didn't have time to add more enemies. The BEEG RAT is my favorite part of the game.

Developer(+1)

I'm quite proud of Big Chunky Rat and it fills my heart with joy everytime I look at it.

Submitted

Great mechanic. Could do with more cards per turn and card animations moving from the deck to the hand.

Developer

Thanks! I feel I've only scratched the surface of what I can achieve with the mechanic and will be looking much more into it. I definitely wanted to add cards moving from draw to hand, and thought of ways to do it, but I was really running low on time and the spaghetti code would not have let me try and add that so late in development haha.

Submitted

I loved the mechanic, I believe it has great potential if you continue working on it after the jam!

Developer(+1)

Thanks! I've been planning out how I'm going to approach an official release actually! Currently playing with ideas on how to make the tile grid, cards, and enemies be more cohesive and have depth beyond just randomly throwing tiles down and hoping for the best.

Submitted

I had fun!

One bug i found, or at least i think that behaviour is not intended, if you press start for the processing of the board, you are still able to pick and place cards. 

Features i'd like to see would be a maximum handsize and something like a cycle mechanic (like in magic the gathering) to somewhat improve my hand i got dealt unlucky.

Overall nice work.

Developer

There is a max hand size, it caps off at 7 cards. It doesn't make sense to hoard that many tho with how it currently plays. Everyone in my game gets dealt a bad hand, cuz i only have the 3 card variations 😓 

As for the using cards during play bug, I completely missed that. The exact same bug happened on victory and defeat screens too, but I caught those ones at least.

Thanks for the feedback!

Submitted

a pretty clever game. theres so much potential in this to unpack! definitely it's biggest flaw is the lack of content, but its totally fair and understandable for a jam. i would love to see healing cards and cooler patterns you have form to use your abilities. good job!

Deleted post
Developer

I hadn't even considered a persistent grid so I was wanting arrows to be a more guaranteed damage source. Thanks for the idea!