Right now the focus of these tests is almost exclusively on the gameβs mechanics.
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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;
- Fixed some UI bugs;
- Increased score scaling;
- Fixed "Exchange" not working properly;
Mathematicards Prototype v2.10.zip
30 MB
Changelog:
- Added 3 new cards;
- Nerfed "Lerp!";
- Moved the "Expiration Sigil" sprite to the top left of each card;
- Added 3 new cards;
- Nerfed "Lerp!";
- Moved the "Expiration Sigil" sprite to the top left of each card;
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Mathematicards Prototype v2.11.zip
30 MB
Changelog:
- Removed 2 cards from the pool which don't currently work as intended;
- Lerp effects will now overshoot if their value is above 100%;
- Removed 2 cards from the pool which don't currently work as intended;
- Lerp effects will now overshoot if their value is above 100%;
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Mathematicards prototype v2.12.zip
30 MB
Changelog:
- Buffed some conditional cards;
- Now you go to the shop automatically and for free whenever you beat a round while holding 5 or more coins;
- Bought cards are now added to the deck instead of the hand;
- You don't automatically leave the shop upon buying a card;
- Buffed some conditional cards;
- Now you go to the shop automatically and for free whenever you beat a round while holding 5 or more coins;
- Bought cards are now added to the deck instead of the hand;
- You don't automatically leave the shop upon buying a card;
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Hey! I'm currently working on the definitive version of the game (goodbye, spaghetti code!), and so I won't be posting DEMOs for a while.
If you can, I'd greatly appreciate if you could give the latest version a try, and then submit your answers to the following form: https://forms.gle/d4KsZkHpmwyBsJyr5
Thanks a lot for the help and attention you've been giving the project these past two months. Looking forward to showing you something new and improved, soon!
If you can, I'd greatly appreciate if you could give the latest version a try, and then submit your answers to the following form: https://forms.gle/d4KsZkHpmwyBsJyr5
Thanks a lot for the help and attention you've been giving the project these past two months. Looking forward to showing you something new and improved, soon!
Google Docs
Mathematicards Feedback Form
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Mathematicards prototype v2.13.zip
30 MB
Changelog:
- Lives now work dynamically. Instead of starting with 60 lives and always consuming 1 per hand, you start at 5, with each successful hand giving you 1 life back, and failed hands draining 1 life.
- Removed the reroll button (spend 1 life in the shop to get 3 more card choices). Depending on how you used it, it was either a self-destruct button or an automatic run winner. It makes sense to have and it would help create a performance gap between players of different skills, but it needs a more serious tweak before it can be allowed to be tested.
- Discard cost raised to 30 seconds (1/2 of a life).
I'm slowly working on the definitive version of the game. I couldn't finish the in-game shop in time for Milano Indies, so I updated the old prototype to better fit the new gameplay loop.
I don't expect this build to get tested but I still thought I'd put it here for future reference.
- Lives now work dynamically. Instead of starting with 60 lives and always consuming 1 per hand, you start at 5, with each successful hand giving you 1 life back, and failed hands draining 1 life.
- Removed the reroll button (spend 1 life in the shop to get 3 more card choices). Depending on how you used it, it was either a self-destruct button or an automatic run winner. It makes sense to have and it would help create a performance gap between players of different skills, but it needs a more serious tweak before it can be allowed to be tested.
- Discard cost raised to 30 seconds (1/2 of a life).
I'm slowly working on the definitive version of the game. I couldn't finish the in-game shop in time for Milano Indies, so I updated the old prototype to better fit the new gameplay loop.
I don't expect this build to get tested but I still thought I'd put it here for future reference.
π3
Thanks to everyone who gave feedback on the game yesterday!
Iβll bring a normal mouse next timeβ¦
Iβll bring a normal mouse next timeβ¦
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Mathematicards prototype v2.14.zip
28.8 MB
Changelog:
- Made a Linux build;
- Removed the "play size" mechanic in order to raise the skill ceiling and reward player expression;
- Removed some of the most confusing cards;
- Made a Linux build;
- Removed the "play size" mechanic in order to raise the skill ceiling and reward player expression;
- Removed some of the most confusing cards;
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