Submitted by JohnEvans on Sat, 04/12/2008 - 19:58.
Interesting, I like the "level design" aspect, I really haven't seen that much in card games. (Well, SimCity the CCG, perhaps. ;) ) One thing...If you turn over a card that's next to a faceup card...either the card you just turned over will be attracted to the faceup card, or the faceup card will be attracted to the card you just turned over...so something always moves. Do I have that right? (Well, something always moves unless the cards are equal in value.)
Submitted by RobertAugustdeMeijer on Sun, 04/13/2008 - 12:08.
Ha, there it is! Thanks for making it!
I like the parts where you have to choose which card you will take, there's a nice balance between strategy (math) and luck.
Correctemundo. However, I hadn't considered equal value, maybe that exception should leave the choice to the player, so in that lucky instance they can choose the chain.
I haven't tried this game with sets of more than 12 cards. I bet with 24 or 32 cards it'd be crazy.
Robert: you were the anonymous on my blog? Cool. Yeah you can apply card counting to this, amazing how much depth you get from three mechanics.
Too bad there aren't more people in the 21st century who care about sidescrolling shooters....
One of the disadvantages in being a developer from a country where there isn't much of a development community and not a lot of connection to the modern market for games, is that you may well spend a lot of time, money, and effort developing a highly-polished game in the style of games you love--and then discover that publishers elsewhere aren't all that interested in your title because, well, it is so retro. Nobody makes them like that any more. And certainly not at this budget. And with these production values.
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Attract
Interesting, I like the "level design" aspect, I really haven't seen that much in card games. (Well, SimCity the CCG, perhaps. ;) ) One thing...If you turn over a card that's next to a faceup card...either the card you just turned over will be attracted to the faceup card, or the faceup card will be attracted to the card you just turned over...so something always moves. Do I have that right? (Well, something always moves unless the cards are equal in value.)
Ha, there it is! Thanks for
Ha, there it is! Thanks for making it!
I like the parts where you have to choose which card you will take, there's a nice balance between strategy (math) and luck.
Correctemundo. However, I
Correctemundo. However, I hadn't considered equal value, maybe that exception should leave the choice to the player, so in that lucky instance they can choose the chain.
I haven't tried this game with sets of more than 12 cards. I bet with 24 or 32 cards it'd be crazy.
Robert: you were the anonymous on my blog? Cool. Yeah you can apply card counting to this, amazing how much depth you get from three mechanics.