Chaincards by Federico Giorgi
Chaincards is a turn based dungeon crawler where you play as Chain, a young wizard whose goal is to find out his master’s magic notes to reveal the secrets behind his mysterious death. Search powerful spells exploring dungeons. Learn how to control them and unleash the power of magic cards to fight demons and evil magicians. Unveil the truth.
https://youtu.be/OC5gvlRr7nA

Ratings
| Overall | 1047th | 3.566⭐ | 40🧑⚖️ |
| Fun | 1356th | 3.256⭐ | 41🧑⚖️ |
| Innovation | 1445th | 3.179⭐ | 41🧑⚖️ |
| Theme | 2237th | 2.987⭐ | 41🧑⚖️ |
| Graphics | 717th | 3.963⭐ | 42🧑⚖️ |
| Audio | 993th | 3.256⭐ | 41🧑⚖️ |
| Humor | 1386th | 2.697⭐ | 35🧑⚖️ |
| Mood | 1177th | 3.419⭐ | 39🧑⚖️ |
| Given | 78🗳️ | 35🗨️ |
Otherwise a very polished game, including credits, settings and even an intro cutscene!
I would be interested in a postjam version of this, with more deckdraft elements =)
I do like the effort put into making a story, though the lore text is small to read. I get the impression this game had a lot more planned with the deck building aspect, but playing it over and over again against the same monsters with different cards is not very appealing. Hopefully post jam the team behind this game can finish what they envision this game could be.
I think that fits this game perfectly, and you should feel proud to have made something ressembling those two beautiful wonderful games. Thanks for the experience!
good job :)
(Also the poetic dying letter is a nice touch!)
I really enjoyed the game. :)

1 - Mecânicas, Aprendizado e Fluxo:
A sub-mecânica de card game sendo utilizada como mecânica de combate em um jogo de duelos consecutivos ficou muito interessante.
Senti falta de atalhos para utilizar as cartas (1, 2, 3, 4; etc, com a tecla de atalho na HUD e tal).
Aprender a jogar não demorou acontecer, logo percebi que havia duas habilidades disponíveis que independiam do meu turno (mas não entendi direito do que elas dependiam, se era de tempo ou outro fator).
Seria interessante desenvolver essas habilidades também, quem sabe conseguir experiência para diminuir o tempo de recarga (com contador visível) e também aumentar "efeito crítico" para cura e a porcentagem de bônus da evolução temporária; aumentar pontos de vida também etc.
O fluxo pareceu equilibrado, o último inimigo pareceu mais complicado que os anteriores.
Fico na curiosidade para saber se um jogo maior poderia fazer bom proveito e se manter interessante em termos de flow.
Era possível mesmo pegar as cartas elementais ao final (tentei e não consegui)?
2 - Gráficos, Áudio, Narrativa e Polimento:
A maior parte da arte gráfica me agradou bastante os olhos. Algumas ficaram levemente confusas para mim (como as duas de introdução da masmorra). Além disso, a carta ficou muito pequena (independentemente da resolução). Quem sabe fazer ela com scroll vertical permita ler com mais calma a lore.
Senti falta de alguns efeitos visuais (mas não daria em tempo de game jam). Então fica como sugestão para continuidade do projeto (caso seja a intenção).
O áudio do menu foi confortável e o restante serviu bem de base, possivelmente trilhas poderiam ser melhor distribuídas e efeitos melhor aplicados caso pretendam fazer polimento. Especialmente se for casar tudo isso com um prolongamento da lore.
A narrativa pode ser melhor casada em caso de um prolongamento do tempo de jogo.
3 - Cultura:
Tira proveito de interessados em card games e de interessados em VRPG (RPG Virtual). Isso fortalece a chamada de jogadores.
Se a narrativa for bem desenvolvida, pode fazer força no sentido contrário: o jogo somar à culta (já vi alguns jogos assim, mas em geral foram jogos experimentais, gostaria de mais estágios neste jogo; se fizerem algo assim me deixem recado).
4 - Monetização:
Com base fortalecida, creio que o jogo poderia ir bem de forma mista, jogando de casa no computador pessoal e tendo como jogar contra outros jogadores via celular.
Talvez vendesse com propagandas, tempo para novos jogos, ou mesmo venda de packs sortidos de cartas (daí creio que vencer masmorras dar cartas sortidas cairia bem, assim não ficaria pay-to-win se alguém jogasse muito tempo (conseguiria mesmas cartas)).
Talvez comprar variações de cartas que já possui, mas com imagens diferentes (tipo fazer upgrade das próprias cartas para o versus).
1 - Mechanics, Learning and Flow:
The card game sub-mechanics being used as combat mechanics in a game of consecutive duels was very interesting.
I missed shortcuts for using the cards (1, 2, 3, 4; etc, with the shortcut key on the HUD and such).
Learning how to play was not long in coming, I soon realized that there were two skills available that were independent of my shift (but I didn't quite understand what they depended on, whether it was time or another factor).
It would be interesting to develop these skills as well, who knows how to get experience to decrease the cooldown time (with visible counter) and also increase the "critical effect" for healing and the percentage of temporary evolution bonuses; increase hit points too etc.
The flow seemed balanced, the last enemy seemed more complicated than the previous ones.
I am curious to know if a bigger game could make a good profit and remain interesting in terms of flow.
Was it even possible to get the elemental cards at the end (tried and failed)?
2 - Graphics, Audio, Narrative and Polishment:
Most of the graphic art pleased my eyes. Some were slightly confused for me (like the two introducing the dungeon). In addition, the letter became very small (regardless of the resolution). Who knows how to make it with vertical scroll allows to read the lore more calmly.
I missed some visual effects (but I wouldn't have time for game jam). Then it remains as a suggestion for the continuity of the project (if it is the intention).
The audio on the menu was comfortable and the rest served as a base, possibly tracks could be better distributed and effects better applied if they intend to polish. Especially if you are going to marry all this with an extension of the lore.
The narrative can be better matched in case of an extension of the playing time.
3 - Culture:
Take advantage of those interested in card games and those interested in VRPG (Virtual RPG). This strengthens the call for players.
If the narrative is well developed, it can be strong in the opposite direction: the game adds to the culture (I've seen some games like this, but in general they were experimental games, I would like more stages in this game; if you do something like that, leave me a message).
4 - Monetization:
With a strengthened base, I believe that the game could go well mixed, playing from home on the personal computer and having the ability to play against other players via cell phone.
Maybe it sells with advertisements, time for new games, or even selling assorted card packs (so I think that winning dungeons by giving assorted cards would go well, so it wouldn't be pay-to-win if someone played too long (would get the same cards)).
Maybe buy variations of cards you already have, but with different images (like upgrading your cards to versus).
don't know why, it sets resolution to 640x480. after, in options, i set resolution to fullhd, after beat dungeon in main menu resolution sets back to 640x480.
and mouse cursor are big (really big, it's huge, half screen), may be that use my system cursor multiplier?
game plays good: )
If you’d like to rewatch the playthrough, you can find it here:
https://www.twitch.tv/videos/615952171?t=2h13m13s
Good luck on your ratings, see you next LD! :D
💜 Elysia Griffin AKA Button Feedback Lady
https://www.twitch.tv/elysiagriffin