Biggerer Smallerer Battler

Welcome to an adventure where you will be fighting enemies scaling from the tiniest to gigantic. The game loop is a turn based card game where you can play a number of cards depending on your mana. The base idea was to be able to up-scale and down-scale our spells as well to do different effects however due to the time constraint we could not fully implement that effect.

This is also has a great 2nd screen wallpaper.

This game was built in without an Engine using just Javascript / Typescript, HTML / Svelte and CSS / SCSS. "All is <div/>'s"

!!!IF ITCH.IO SCALING BROKE REFRESH / FULLSCREEN!!!

Controls:

Mouse & Touch controls

  • Battle : Click and drag your chosen cards and each turn pick a card from the deck.
  • Map :Click on the location you want to travel to.
  • Merchant : Click and drag your chosen card, but be aware you may only take one!

Team Members:

  • Quinten - Team Lead, Code, Design & Production, Support, UX/UI
  • Tibeau - ( First Time Jammer ) 2D Art, Q/A, breaking Git
  • David - ( First Time Jammer ) 2D Art, Support
  • Lily - ( First-time Jammer ) 2D Art, Animation, Backup Code
  • Ethan - ( First-time Jammer ) Music & SFX & Ambience
  • Penguin - ( First-time Jammer ) Music & SFX
  • Seppe - Code, Programmer Art
  • Super - Code

Comments

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(+1)

I had some fun playing this game :) 

As a junior in web development, it’s great to see this working. I'm impressed that this run like this and the fact this was made in such little time it’s amazing haha.

About the game, I liked a few things but 1st I want to say a very few things that made me not enjoy this game a lot.


The draw system seems a little broken or maybe it’s my mouse, I don’t know but each time I tried to draw a card, or it immediately used the card or the card got at times bugged behind some other cards in hand. 

At 1st I thought the game didn’t work because each time I clicked the deck, I felt nothing happened visually. I thought it was my old PC and moved to a more powerful one and I noticed that if I clicked the deck, the card auto-activated if enough AP was available. Which can feel a bit weird at the start.

The other thing was when drawing, the card at times didn’t want to be grabbed and appear in the hand behind some other cards, which made at times a bit frustrating because I wanted to know what I drew but I couldn’t haha, or sometimes, visually you could see it but you couldn’t click it ahhh. I put 2 images to display this.


Outside of that, it was a fun game, I liked the soundtrack and I really liked the merchant design, it’s cute! The monsters and the final boss were ok, I liked the desert cat. Oh! I remember, I would liked that when the monster HP reached 0, I won the battle instead of pressing the end turn and then the winner screen.

About the cards, I don’t know what a snow card does even after using, the castle one feels like trash because it only heals 3 lol. But the phoenix was too good, more when the deck is small, at some point I felt I broke my deck by putting too meh cards, also the sword that cost 2 it’s too good, the phoenix and that one were my favorites, the others are ok, nothing special and that’s good because would not be much fun if all cards are too OP. But I liked the little drawings of those. I leave an image to show how powerful the phoenix card is, after that turn, I used another and reached 1k HP hahaha


The credits were funny and overall I liked the game. The soundtrack and the visuals were good, a good game but I fail to see the scaling or the building theme beyond the card mechanics, which remind me of other card games, but I believe what the description theme of the game says, so great job doing this game! :D

Really a wizard of HTML, I don’t see myself doing something like this right now haha

(+1)

Thanks for playing! 

We know stuff is a little rough around the edges, coming from a 2 week jam to a 4 day one really messed a bit with us. :D

The card drawing glitch you mentioned started happening roughly around when we added scaling & mobile-support, we still do not know what causes it. Card battle mechanics was a scramble to get done by submission. XD

Seeing you are a web-dev you should really try joining a game-jam with web-dev only it's a really fun challenge! <3

I personally liked our music & music-engine so much I made it into a jukebox tab on the title screen, Penguin & Ethan did a great job!

The credits was our collective sh$t-post XD, we just kept adding stuff to it as we went. Glad you found them funny.

I see, classic, adding stuff breaking other parts hahaha

I’ll think about doing a game only using web stuff, the most I have done it’s a simple sudoku for my portfolio and right now if I do something web related, will be modifications to my “personal” website to practice and expand it.

About the music, I was listening to it while I wrote my last comment :D

(And take a break, I have seen doing jams in a row with small breaks can be tiring.)

(+1)

The HTML wizardry on show is insane. The game was built without a game engine and is so feature full and made with love it's absolutely insane.

So I like to write these things by getting the bad stuff outta the way first so let's do just that. The battle system honestly makes no sense to me at all. It really just felt like "random bull**** go!" every turn of just throwing cards at the enemy and honestly it worked for 99% of the game and I felt pretty much indestructible. Sometimes though when I tried to draw a card it just disappeared or showed up in my deck the round later but still flipped over and all around lots of very messy card interactions that had me thinking "is this a bug or am I doing it wrong?". The battle system was not really fun at all and without any information on what the cards actually did other than figuring it out via trial and error it was pretty much just all over the place.

The art is fantastic from start to end. The cards look fantastic I especially loved the animated ones. The shop keeper looked great as did the background and UI but the characters and monsters were SO much larger scaled compared to everything else it really broke the cohesion of the game for me. There's some weird scaling all over the place such as the characters looking too thin/squished and most of the monsters just being tiny sprite that have been re-sized 10x. Regardless of all the scaling issues it didn't make much of a difference in my enjoyment of the game and I still thought it looked really cool throughout. Not to mention the number of different backgrounds and enemies!

The audio was absolutely fantastic the music throughout the game was great and so well done and fitting but then when I finished the game... what the hell was that song? Hahaha it had such a British sense of "F*** it we're done let's just put something stupid and fun in that we care about". I actually loved it, felt very Monty Python nonsensical and just fun.

The pacing of the game was fine until I got to the end boss when it totally kicked my *** and pulling constant bad cards without being able to heal kinda sucked. I wish I could just keep pulling cards if I had energy cos having 10 energy and then just wasting it all every turn cos I had no cards to play felt kinda crap.

Overall an insanely well done game built in sprite of the various game engines available these days and is a pure technical and artistic marvel. I wish I enjoyed the battle system more but honestly with everything else going on for the game it's still super fun and clearly made with a lot of love.

Love to see one of your giant feedback write-ups Ecks.

This game was full out HTML wizardry, it did not even use a canvas element. I underestimated the 4 day time limit vs 14 with the Pirate Jam, also working with a team for the first time. Made some parts a bit messy at best.. 

I loved the audio & backgrounds the team made so much I gave it a dedicated "jukebox" button on the main menu <3 and padded the cards everywhere on this page, and most of the characters are very meme-able :D 

The credits page was our collective "dev-log" / sh*tpost we kept adding to it as we worked on the game. 

Battle system was cobbled together in the last few hours as I was scrambling to get it to work ;-; just wish we had more time. 

Trying to get most of the team onboard to continue on this and implement the full vision for the battle system. :D

(+1)

this was fun! i didn't realize i had to drag the cards out of the deck (call it i skipped a word in reading lol) and i kept dropping it onto the deck and it going away, so all i could do is end my turn. it took me a few turns of doin that to realize i had to drag it out.

There was supposed to be a tutorial cutscene, but the dev working on that part could not get it finished in time sadly. We did add it to the itch page; but let's be honest most people don't read that. xd

(+1)

Despite the missing polish, i really liked this one! The music was on point, the art was great, and the game is very well balanced!

Thanks for checking out our game. I do agree with you on the great Art & Music! I even made it a full feature to play any track whilst watching the backgrounds. :P