Cardwork Cycle by Honey Pony
Request: If you're rating, please rate all categories if possible -- e.g. I would prefer 1 star in a category to no rating in that category.
In Cardwork Cycle, you play as a novice farmer who must master the art of farming... which in this world, is based on a deck-building system of cards.
Will you manage to grow the plant that has eluded so many farmers before you?
Additional Notes
Press P to pause, which is more convenient than Escape for the web version.
It is recommended to use the tutorial the first time you play. Hard mode is untested.
Ratings
| Overall | 25th | 4.259⭐ | 31🧑⚖️ |
| Fun | 9th | 4.345⭐ | 31🧑⚖️ |
| Innovation | 67th | 3.966⭐ | 31🧑⚖️ |
| Theme | 113th | 4.19⭐ | 31🧑⚖️ |
| Graphics | 336th | 3.793⭐ | 31🧑⚖️ |
| Audio | 100th | 3.862⭐ | 31🧑⚖️ |
| Humor | 507th | 2.64⭐ | 27🧑⚖️ |
| Mood | 114th | 3.982⭐ | 30🧑⚖️ |
| Given | 24🗳️ | 40🗨️ |
The core problem was (in my opinion) that there were a lot of turns where there were no enemies - even on hard mode - wasting all attack and most resistance cards. This led to an unfortunate situation where picking attack cards always seemed like a bad option, as they'd be completely useless half of the time. And when enemies did arrive, I usually didn't have enough attacks to deal with them as I mostly took watering cards. While this wasn't a problem on normal - where the default attack & block cards were enough to deal with all enemies for the entire game - it was on hard. Generally, on normal, I think I only took one card which wasn't about watering (Free Energy notwithstanding), and that was the vampire card.
Speaking of vampire cards, those felt incredibly powerful, and I just took them instead of normal attack/block cards. Besides having both attacking and blocking properties (which already made them better than the normal attack/block ones), they were also useful even without enemies, as increasing plant health increased the reward quality. I just filled my deck with vampire cards, Watering Cans and Rainfalls (the best card in the game in my opinion), and the rest was pretty much a cakewalk. The high energy cost was easily offset with the energy upgrades from the shop and Free Energy cards.
Regarding the shop, while I liked the concept of increasing the farm size (especially for stuff like watering bucket), it just wasn't worth the price in my opinion. Money wasn't that easy to come by, and getting more energy each turn was incredibly powerful. Perhaps if the 2x2 land slot wasn't available by default it would be more powerful? Because I planted almost all my plants there for Watering Cans.
All in all, I really enjoyed this game - I played it for almost an hour - and I probably overthought the balancing of a Ludum Dare game. Also, I think I'm the actual first farmer to grow the mystical plant :)

Balance is, of course, the obvious issue with this game. I tweaked it so often during the jam that it is at this point almost random.
Unsurprisingly, I myself did not play the game until after the jam ended. In my playthrough I had the exact same experience with respect to attack cards... I almost never used the powerful ones, they mostly just clogged my hand. I think the enemy rhythm ended up being lower than it should have been for sure (due to over-nerfing on my part).
With respect to the double-usage of the vampire cards--that is a very good point. I actually made them more powerful at one point, as I was considering how they would work in an attack scenario... but I completely forgot to take into account that there would be many turns where they would be useful without attacking.
With respect to hard mode, here's a secret: the way the enemies work is that there is a big list of which set should spawn next, and "hard mode" just puts you further down the list at the start. It does not increase the spawning frequency at all... in fact, it may decrease it, as enemies spawn less often when they are alive longer.
But yeah, thank you again for putting so much time in my game and giving so much helpful feedback!
The enemies kept my eyes open, especially with the quality plants, but I never worried about them unless I was experiencing a drought, which was a rare occurrence with my card selection. Despite that they felt like an addition to the game, rather than a half-implemented feature
I wasn't sure when the plant seeds are added to deck. I didn't seem to be able to pick them myself. Balancing of cards seemed very good, having played this kind of card games irl, I felt I had good choices when picking cards or discarding them for gold. Too bad there was no use for the excess gold in the end when I wanted to just discard the card. Maybe it could have been spent to get a fourth card to choose from. (I thought about discarding cards from deck for a price too, but it could be too powerful)
I loved the peaceful mood with the tranquil soundtrack and graphics were nice and clean. I never felt that I would like to quit. I played it for about an hour I even continued to grow a second mythical plant just to see if there was different output :smile:
Only criticism is that the background graphic could have used some variance and the growth patches could either fade better to background or alternatively have distinct shadowed edges. Now they look a bit out of place in the harmony where everything else fits. That is only a minimal complaint though, but those things gave a hint of unfinished feeling in the first impression. As soon as I got to playing I quicky forgot about it.
Overall it was top notch polished game! Great job!
The music is nice and calming. The cards are well designed (there are balance issues with attack cards though) and even though there arent really any combos it felt like i slowly built a competetive deck. This is (one of) the best cardgames i played in all my LDs on par with that one game where you play with/against animals (i sadly forgot its name).
Really great job! Make some advertisement/rate some games - it would be a shame to get so few ratings!
The game has a lot of juice going on as well. For example I really enjoyed the fact that the cards all "handle" really well, making them not feel like static images but actual cards. The sound effects are also very much on point, making it satisfying to interact with the game.
Very much appreciate the fact that everything is snappy, all animations are quick and the turns that were obvious could be done in a matter of seconds.
Great choice to allow the player to select gold instead of a card, made it so that I felt like I was rewarded even when drawing no cards that were of interest. And that allowed you to have another way to progress apart from the deck building, the items from the shop, which was a neat feature.
I haven't seen any other game which reminds me of this, and the farming really was the core of the game, not something that was shoehorned in to meet the theme.
Overall I have nothing but praise to give, excellent job :medal:
I spent a bunch of time with this entry, and became the first farmer ever to grow the mystical plant.
Must be so hard in a jam setting to get so many UI elements working right, but I really had very little friction! Ditto for the balance of the deckbuilding cards. If I had one critique of that, it was that I didn't see the biggest difference between basic/middling/quality seeds all that much, and that once my deck felt relatively complete I didn't really want to add to it and to avoid dilution I cashed out cards beyond the shop's ability to sell me stuff.
But the choices felt impactful, especially in the early and mid game... should I improve my suite of watering cards, or should I save up some gold?
The bugs could be tough sometimes, but always felt fair. I re-opened my mind to buying new cards to shift my lategame deck a bit toward combat, which was a nice late wrinkle.
The art and sound also carried the game really well. The music created a nice chill atmosphere and the way the plants grew with each watering was a great guide for what I needed to protect and push over the finish line.
Overall a very impressive entry, great work!

I stacked enough force to one-shot him when the final confrontation finally came.
And if that didn't work, hopefully saved enough money to bribe him to f**k off back to hfil.
So as you can see, I enjoyed your game, and for quite longer than was probably intended.
A splendid game. Thank you for making it.

Thanks for playing, and I'm glad you enjoyed! I'm curious if you encountered any bugs in such a long playthrough? In particular, earlier I realized there is possibly a bug that suggests enemies will potentially stop spawning at somepoint, which it seems like you may have run into.
Also, I love the drawing, thank you for making it! Fits the game's graphics pretty well too, which is super cool! :smile: I would have loved to add more enemies, including such a grand encounter, but never had the time. Perhaps you were at least able to encounter the enemy bug that (is supposed to have) 9 health? That's the most powerful enemy that is (in theory) in the game.
Yes, the enemies stopped spawning at certain point, but tbh I welcomed the fact, because they turned into a nuisance in my autistic amassing of wealth and power :sweat_smile:
A couple of observations:
- I'd welcome an option to get rid of certain cards
- I never succesfully used more than the first "patch" of usable tiles (apart from expanding it to 6x2 from 4x2). I tried to start a "field" on a second patch, but that turned out to be a huge nuisance, since I couldn't water it properly, and in the end it just slowed down my amassing the resources I needed before The Doomsday would come (the animations for waterless plants are twice as long as for the watered ones, with the "no water" label appearing, and then HP reduction anim on top of that.)
If you plan on working on this further and ever manage to finish next version please let me know .)
Oh, well good eye for style in any case. :smile:
Thank you for the observations! I did not think about the length of the no water animation at all, despite playing through a couple times now with lots of sacrificial plants who got no water at all, lol.
This has to be enough for the coming of the antichrist, right?
RIGHT?! :laughing:
Also I'm not sure about this one, but when you get a choice between coins and cards, I think the screen lets you click "confirm" without choosing anything - unless there's a default choice of card that isn't hilighted. The button does turn disabled after you unselect your choice.
Man these other farmers ain't got shit on me. Nice game, very relaxing music, the animations at the end of turn felt a bit slow and it was confusing that scrolling doesn't work when you hover over cards.
I "won" and then kept playing for another 15-20 minutes anyway. Solid game.
Definitely one of my favorite games. Awesome work!
I'd really like to see what you could do with this game by adding more plants, enemies, and upgrades later. The art, sound, and design is really excellent - great job!


The whole experience felt polished and really high quality and well thought out -little quality of life additions like letting the player lower their cards to look at the plants was appreciated. The upgrades were fun and the sound was good too! Awesome job on this!! :D
Only suggestion I can make is to have a more exciting Win screen. But that's no big deal. Superb game.
Amazing entry!