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This is a pretty solid card game. Kinda bummed this was just for a university project; if this were fleshed out a little more to be sold as a full game, I'd probably have already purchased it. After a couple of test matches I'm already thinking about new card ideas like cards that could put spells into your opponent's next chain they'd have to work around.

As far as actual criticisms go, I've got 2.

1. The game doesn't save any changes you make to screen resolution.

2. Is the 2 element per chain limit for balance reasons? Since there aren't a lot of cards in this game it feels like that limitation is just taking away potential for more deck building/chain building strategies and potential new card ideas (like cards that could benefit from having multiple elements used in the same chain).

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Oh wow! Thank you for the review! It's been so long since I've looked at this project, but it's always been one of my favourites!

So, I can look into the screen resolution. That should be an easy fix honestly.

For the element limit, I remember assuming that if I didn't put a limit on place, then what's the point of having the different elements at all? At one point the rule was actually one that only let you *change* elements only twice in a combo, however, that was way too limiting, especially when finding the cards for a combo was tricky enough as it is.

I'll take a look at my old project and see if I can add to it! Maybe some other quality of life additions too!

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No problem. Deck building card games that let you play against your own created decks are rare to come by, so for that alone I'm glad to have come by this. Glad you're interested in revisiting the game. If you do manage to add to it, I'll definitely do my best to keep giving feedback.

About the element limit, it might still be viable to keep if your game ends up with a lot more cards, although it honestly looks like the cards do well creating the limits on their own, as a fair amount of them need to be used with cards of certain elements or subtypes (usually their own). Requirements similar to what the Ocean's Bounty card has is another good way to implement limits.

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In case the game does end up growing... I compiled a list of all the potential ideas for new effects and effect conditions I could think of.

Effects

  • Place spells into the opponent’s next chain.
  • Increase/decrease damage done by a spell(s) cast after the spell.
  • Negate the effects of a spell(s) cast after the spell.
  • Draw/discard a card for each spell cast before/after the spell.
  • The opponent is forced to renew/draw on their next turn.
  • The opponent can’t use “Chain Level X” spells on their next turn.
  • Your next spell in the chain can be one with the same Chain Level as the spell.

Conditions

  • If HP is above/below a specified level.
  • If your hand is empty.
  • If all 4 elements are used in the same chain (assuming the element limit gets removed).
  • If multiple subtypes/no subtypes are used in the same chain.
  • If multiple copies of the same spell are used in the same chain.
  • If no other spells in the chain have an effect/do damage.
  • If no spell is adjacent to/cast after the spell (assuming placing spells in opponent’s chains is implemented).
  • If the spell is used on the turn you drew it.