Mathematicards Prototypes
36 subscribers
4 photos
3 videos
13 files
2 links
Balatro 3
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FIRST OF ALL, THANK YOU FOR JOINING! THIS IS A PROJECT I'VE BEEN WORKING ON FOR THE PAST MONTH AND IT REALLY MEANS A LOT THAT YOU VOLUNTEERED TO HELP ME CREATE A WELL-CRAFTED EXPERIENCE.

Can be played on Desktop with just Mouse. Requires Windows.

The objective each round is to make your score EXACTLY equal to the number on the blackboard.

The game is won if you manage to beat all rounds before your "minutes" (attempts) run out.

DO NOT SPAM UI BUTTONS, the prototype holds itself up with toothpicks and duct tape and pressing them too fast will forever destroy the fabric of spacetime.

Goes without saying but all sprites are placeholders (god bless programmer art)

https://t.me/+Z0RbUwBzqPgxNDM0

If you have any feedbacks feel free to post them as comments under the corresponding build.

I am mainly looking for mechanical feedbacks from people who are already fans of roguelike deckbuilders (whether the game is fun to play and gives the player interesting choices, if the synergies are rewarding etc.).

Thanks in advance!
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Mathematicards Prototype v2.3.zip
29.9 MB
Changelog:
- Reduced number of max rounds;
- Slightly increased target score scaling;
- Tweaked rarity of some polarizing cards;
- Tweaked values on "Lerp?" and "Earth";
- Made it so even successful hands consume minutes;
- The game now pre-emptively Game Overs if you don't have enough minutes to beat all the remaining questions;
- Added a "Reroll" button in the shop;
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Mathematicards Prototype v.2.4.zip
29.9 MB
Changelog:
- "Lerp" cards now dynamically display the exact amount by which they'd affect your current score;
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Mathematicards Prototype v2.5.zip
29.9 MB
Changelog:
- Added a "sell" option in the shop to get rid of undesired cards and get back half their price;
- Added a "reset score to 0" button so that your run doesn't instantly end if you overshoot due to a miscalculation;
- Fixed tooltip text on "Earth";
Upcoming changes:
- Hand discards a la Balatro, to see if they are a better alternative to the selling mechanic;
- Version of the game with a real timer instead of turns (I'm convinced this won't work at all, but it's worth a try).
- More cards (currently 60+ cards planned but yet unimplemented);
Mathematicards Prototype v2.6.zip
29.9 MB
Changelog:
- Added "discard" button and removed "sell" button;
Now should be the time to extensively test both v2.5 and v2.6 to see which one appeals the most to roguelike deckbuilder fans.
In the meantime I can still add new cards to both versions.
Mathematicards Prototype v2.7.zip
30 MB
Changelog (discard version):
- Reduced cost of some cards;
- Added 7 new cards;
- Fixed bug with "Seek the Odd";
Mathematicards Prototype v2.8.zip
30 MB
Changelog (discard version):
- Reduced cost of discards (now the timer also has seconds);
- Adjusted UI for some cards;
- Rare cards are slightly rarer now;
Main/pause menus and visual/auditory feedbacks will be added once I remake the project from the ground up.
Along with UI changes like displaying card text on the cards themselves.
Right now the focus of these tests is almost exclusively on the game’s mechanics.
Media is too big
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Showcase 1: The player creates a combo that greatly increases the value of their cards, but is left with too few minutes to reach the final stage (LOST RUN).
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Showcase 2: The player finds a card that allows them to play more than three cards at once, and takes advantage of this early boost to play a lot of cards that scale over uses (WON RUN).
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Showcase 3: The player finds a setup with a lot of potential for combos, but spends too much time trying to find the missing piece, and bloats their deck with utility cards (LOST RUN).
Mathematicards Prototype v2.9.zip
30 MB
Changelog:
- Fixed some UI bugs;
- Increased score scaling;
- Fixed "Exchange" not working properly;
Hey guys look the game is realβ„’ and being played by realβ„’ peopleβ„’
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Don’t mind the bald guy he photobombed
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