I did spend some time to achieve score of 64, which kinda says that the game is addictive, but it doesn't really feel like it is. It's simply about finding and remembering the right combinations, repeating the same process over and over again. If the game wasn't made for jam, I guess that'd kill the replayability. I think some randomness could make it better, like the same characters having slightly different backstories (variants) so their ideal match differs from one sessino to another. Still possible to learn them all, but would make it a bit more unpredictable.
Core gameplay could use some changes. Drag'n'drop could've been implemented better, so player doesn't end up dragging the wrong card simply because the game decided to pick up a card that was below the card that player tried to drag. And, of course, a mess of cards dropped all over the screen needs to be addressed. Maybe a way to put cards into a pile, or shuffle everything back into the deck. Gameplay resembles Klondike ("Косынка"), where the player goes through the deck and could drag some cards into the field to keep them for the future. Maybe it was worth making a few slots that player can keep, and allow to go through the deck card by card (or, like in Klondike, three cards at a time, so player sees the card they want, but has to sacrifice their slots in order to reach it). Then, there would be no mess of cards on the screen, and an improved gameplay loop of going through the deck, with some "tactial" decisions of which cards to keep in slots.
← Return to game
Comments
Log in with itch.io to leave a comment.
Pretty simple game. Visuals are great.
I did spend some time to achieve score of 64, which kinda says that the game is addictive, but it doesn't really feel like it is. It's simply about finding and remembering the right combinations, repeating the same process over and over again. If the game wasn't made for jam, I guess that'd kill the replayability. I think some randomness could make it better, like the same characters having slightly different backstories (variants) so their ideal match differs from one sessino to another. Still possible to learn them all, but would make it a bit more unpredictable.
Core gameplay could use some changes. Drag'n'drop could've been implemented better, so player doesn't end up dragging the wrong card simply because the game decided to pick up a card that was below the card that player tried to drag. And, of course, a mess of cards dropped all over the screen needs to be addressed. Maybe a way to put cards into a pile, or shuffle everything back into the deck. Gameplay resembles Klondike ("Косынка"), where the player goes through the deck and could drag some cards into the field to keep them for the future. Maybe it was worth making a few slots that player can keep, and allow to go through the deck card by card (or, like in Klondike, three cards at a time, so player sees the card they want, but has to sacrifice their slots in order to reach it). Then, there would be no mess of cards on the screen, and an improved gameplay loop of going through the deck, with some "tactial" decisions of which cards to keep in slots.
Music is so repetitive I had to mute my speakers.
Good take on the theme.