Price of Power by Hilvon
Please enjoy Price of Power.
This is a kind of a digital boardgame... not really a digital version of a boardgame, but it would still play like a boardgame.
Your goal is to destroy enemy... box. While not letting it destroy yours.
To do this you have to play cards. The price of playing a card it in the top-right.
Once on the table you can activate Card ability (middle section). Which has a cost as well (middle-left). The effect of the ability would be either dealing damage to enemy cards or box (arrowhead) or heal your cards/box.
If you attack enemy card the color of your attacking ability must match the color of cards health (top-left).
If enemy card shows its hearth as a shield - this is a defender. Any attacks of this colot must hit one of the defenders.
Attacks of any color can be used to target enemy box.
To play cards or use abilities you need to spend mana, which is earned by sacrificing your cards to the fiery pit on the left. The amount of mana gained is listed at the bottom of the card. But be cautious - all unused mana will burn your health.
At the beginning of each turn you are dealt enough cards to have 6 in your hand.
Enemy cards don't use mana. Instead they activate on timers. At the bottom left you can see number of tuns befor the card acts again.
If any details are hard to see - Right-click on a card (yours or enemy) to look closed. (Though please don't move mouse while you expecting).
All this might sound a bit convoluted, but I just guess this is how boardgames are.
And speacking of sounds - there are none. Sorry. I know this would have added so much to the feel of the game, but I am still not good with them.
Have fun!
PS: If you are unlucky with cards the game might be brutal. But it is beatable.
Ratings
| Overall | 770th | 3.11⭐ | 43🧑⚖️ |
| Fun | 796th | 2.881⭐ | 44🧑⚖️ |
| Innovation | 415th | 3.274⭐ | 44🧑⚖️ |
| Theme | 489th | 3.5⭐ | 44🧑⚖️ |
| Graphics | 823th | 2.854⭐ | 43🧑⚖️ |
| Audio | 657th | 1.714⭐ | 30🧑⚖️ |
| Humor | 771th | 2.297⭐ | 34🧑⚖️ |
| Mood | 947th | 2.443⭐ | 37🧑⚖️ |
| Given | 47🗳️ | 27🗨️ |
A huge thank you for playing! Yes, indeed the tutorial would brobably have bee realy useful in this game, but I garely could fit current mechanics within 72 hours... (Though admittedly a huge part of this time were the highlighting of selected objects (which I am still not happy about...)
@incobalt Thanks for liking the sacrific mechanic... though I suspect you might have misinterpreted it. Basically what is happening is if you sacrifice a card or it gets killed it goes to a scrap pile. If the player needs to draw a card and draw pile is empty - the scrap pile gets shuffled back in. The thing is the matches turn out to usually be too short for this to happent, so you don't see sacrificed cards again, but they are not gone for good.
By the way, it's hard to win
Great job
Congrats overall

Actually the core is simple enough and easy to understand: Cards consume colored mana to be played; Cards provide colored manas when sacrificed aside; Summoning, attacking and healing need matched colors. After having figured these out, the gameplay ran fluent.
The biggest problem is not about the game mechanics. It is the lack of instructions and the poor information interface. The color thing (of the mana cost mecahanic) is well designed from the perspective of game rules, but very hard for players to master without a guide, and easy to confuse players since the color information doesn not come along with a concrete representation other than some simple numbers. It is actually acceptable because the tokens really help players aware of the mana they are arranging, but what makes it a mess is that colors are used to classify the attack targets as well, in which case there is also an HP number paired with the color. These two mechanics are distinct from each other so should not share a same method of representation. You may want to redesign them, for example use natural elements(water, fire, etc.) for the mana colors, and the positions in the battlefield(front, middle, back) for the target classes.
Ignoring these flaws, the rest parts of this game are gold. I don't think this game is as hard as the description suggests. Winning this game requires only simple maths and careful thoughts in my opinion. The card "Glass Cannon" is a bit overpowered because it is much defensive and the cost is low, but this doesn't affect the game balance too much. All of these cards are well designed and succeed to make this game enjoyable. Well done!
Thank you for playing the game and for your feedback. It is MUCH appreciated. :smile:
Yes, the game would definitely could do with a tutorial. Or more cards (and better balance among them). Or with more challenge variety. Unfortunately for the later two when I came to a point where this became a thing I realised that I have no idea how to balance them except do something semi-random play test and then go from there seeing what works and what doesn't... and there wasn't enough time left for the iterative process. Probably this is why I should have started with core gameplay rather than with visuals (I sank a lot of time into the system that outlines the cards as you select them, and valid targets when you use ability).
Anyway thank you for honest feedback! Maybe I will actually polish the balance and challenges post jam...
@ikigaiseitetsu, Wow... This is quite a piece of feedback. Thank you VERY much! :smiley:
Yes, the card design is a thing that I ended up least happy about. Though I used the traditional conventions of putting Cost at the top-right, and Health in Top-Right, there still ended up being 3 sections with all mana-colours being present and no hint to what means what.
I made the mana color and Health/Damage types different to try and make them apart, but the health type ended up a little hard to tell in the end. And Defender / Normal cards difference was harder to tell still. Maybe using health color as a card outline, and Defender cards having a different outline shape or pattern would help the issue, but this is all hindsights.
Representing different mana colours and attack types with different icons is also a good idea.
Regarding winning the game - it really depends on how lucky you are with what colours you get for sacrificing cards. If you need at least one red to activate your abilities and you don't have red mana-yielding cards in your hand, you can't just cycle them as this will mana-burn you severely... But barring this scenario, the game might end up trivial if you get a glass cannon with a lot of cards to feed into it. This might let you win the game before enemy can make a shot.
The glass cannon was supposed to be ballanced by its fragility (2HP) and being a defender, meaning it is a prioirity target for enemy. But this kind of didn't work out as planned given that enemy doesn't attack every turn.
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Wonder how this would play in PvP...
The sacrifice mechanic works well, especially due to the health loss on excess mana. I'm also glad to see that the sacrifice is actually *a sacrifice*, i.e. a choice where something is lost in order to gain something else with a little bit of risk involved when it comes to the unknown future cards. Not everyone (including me!) got this one right in retrospect.
The theme would be even stronger, if the opponent was tougher. The AI attacks so rarely that it is very easy to build a well defended group of cards. With symmetrical rules this would be quite interesting, I reckon. That would require proper AI or other players of course.
The graphics are weak. Player boxes, stretched textures, a mishmash of colors, and the hand-drawn font (it is ok to use a third party custom font, btw) don't look great individually or together. The particle effects are the best part, but even they are hindered by the usage of the default particle texture.
Good job in all. With polished graphics, tweaked user interface and a tutorial this could be quite something.
Overall: *Above average (3.5)*
Fun: *Good (4.0)*
Innovation: *Good (4.0)*
Theme: *Great (4.5)*
Graphics: *Bad (2.0)*
Audio: *N/A*
Humor: *N/A*
Mood: *N/A*
Having double clicks... not sure if this would work well if you have card that you can both play and sacrifice... Though maibe if you click a card in hand, a pair of buttons appear in the middle to play or sacrifice it (or only one if you can't play it)... And then also have a "click card - click target" control on activating abilities...
@huvaakoodia Thank you for playing anf for detailed feedback!
Yes, the opponent is kind of weak. And definitely having symmetric play would make the game more interesting (and would probably require additional resrictions like only activate card once per turn...) but making a multiplayer game in JAM format is probably above me.
Also the font was actually a third party from the internet downloaded for free. :smile:
And the graphics are... well... For most of the Jam I only had access to Blender for all my assets - including 2D images. And blender is... not the most robust 2D editor as you might imagine. The texture stretched on the player box is actually same for cards. The colorful mishmash on the left is actually card backside. My initial idea was to make player draw 6 cards, but initially show them face down with only sacrifice values visible, and let player choose which cards they want to keep, limiting them to no more that 6 in hand. But this mechanic got crapped because of "not enough time!" and was replaced by filling the player hand with 6 cards instead.
This game would benefit a lot from some more work on balance. Now it's just super simple to beat: play a "Glass Cannon", take down the corresponding guardian, shoot all the HPs out of the opponent's face (cube in this case). AI opponent who doesn't play any cards makes it even easier.
UI is pretty, I found it even more pleasant then in some WOtC's card game simulators. This "right click to zoom in" feature is essential and you did it just great. Also, cards' design is pretty self-explainatory and clean, so it didn't confuse me at all.
Sfx and music would be nice, but I know how hard it is to implement. On the other side, the absence of them allows players to enjoy their own music while playing, which can be considered positive since the game doesn't try to create the mood.
Overall the game is great! =)
Other than that, I'm not sure what to add. Would like to see more depth and customization but it's a jam game, what's there is great work for a weekend. All in all a really respectable showing.
P.S. You should add some screenshots to your game description. It really stands out among the rest of the entries, but it's hard to tell that from a wall of text.
Yes, the tutorial level could definitely help a lot, but I didn't have time to design and implement it, so I opted for the "Wall of text"manual in game description.
As for screenshots, the game mostly looks the same, especially if you don't know it well enough to evaluate tactical situation.
Personally I felt that the main problem was that I has no idea what the numbers on cards meant, maybe having something like a sword icon for attack, blood drop icon for costs etc. would've helped.
Thanks for playing!
Yes, the game is confusing even despite some of the TCG conventions used in card design, but the UI size of the cards was cluttered, and lacked some simple touches... Like having some differently coloured zones to help tell which of the numbers are together and which stand for different purpose.
I am not sure I will be working on postJam version. I usually don't because of other commitments, though.