{"id":2258,"edition":12,"categories":1,"features":0,"size":13303,"name":"Millennials","authors":[{"name":"Stanisław Małolepszy","url":"https://piesku.com","twitter":"stas","login":"stasm","gh":265818},{"name":"Michał Budzyński","login":"michalbe","gh":347657}],"description":"
\n

Did you grow up in the ‘80s and early ‘90s? Do you miss it?

\n
\n

Craft your deck during a series of card duels against the childhood villains: Suke Lywalker against Varth Dader, Bombles against DojoBojo, and Matban against Poker!

\n

Features

\n\n

How do I play?

\n\n

How does it implement the theme?

\n

The theme inspired us to build a deckbuilder with a twist: you can only ever have exactly 12 cards in your deck. When choosing new cards for your deck, you don’t add them, making the deck larger (and slower). Instead, you exchange one of the cards already in the deck for the new card. You could say your deck is superstitious and really doesn’t want to have 13 cards.

\n

Why is there no sound?

\n

Look, we both know you’re going to play this game at work, or maybe while putting your youngest to sleep. We could have added some audio, but you’d play the game on mute anyways, and we’d need to drop a few cards to make room for the sound data. Plus, we’d need to also squeeze in the logic to toggle the music. Which you’d promptly switch to OFF. So instead, enjoy the extra cards and go build those sweet combos!

\n","source":"piesku/millennials","stars":0,"dc":"https://piesku.com/millennials/play/","comments":[{"at":379010198,"author":"Cody Ebberson","login":"codyebberson","gh":749094,"url":"https://cody.ebberson.com","twitter":"codyebberson","text":"

Really impressive deck-building game! The retro pixel art is fantastic, and I love the concept. It’s clear you’ve put a lot of effort into this project. I did find some of the mechanics and rules a bit unclear, which made it challenging to fully grasp the gameplay. Clarifying these aspects could really enhance the experience. Overall, great work – I’m excited to see how you’ll develop this game further!

\n","games":["Phantomicus"]},{"typ":1,"at":379318892,"re":379010198,"author":"Stanisław Małolepszy","login":"stasm","gh":265818,"url":"https://piesku.com","twitter":"stas","text":"

Thanks, Cody! We do plan to keep working on this game and without the size limitation I hope we can do a better job of explaining the mechanics. I’m so glad to hear that you liked the card art. I spent a lot of time researching what was possible given the number of cards we were planning. In the end, 75 sprites weigh 1262 bytes, which comes out to ~17 bytes per card. I’m pretty proud of this :)

\n"},{"at":379312531,"author":"João Lopes","login":"lopis","gh":2715751,"url":"www.jlopes.dev","text":"

Implementing a card game is really complex, so major kudos on the innovation and technical ability!

\n

Despite what you wrote, I do missed greatly some sound effects, as well as animations. I felt like so many things were happening all over the board, that I couldn’t keep track. It’s still impressive for 13KB, but it was hard to follow the first 2 rounds.

\n

It’s still fun, and I would say totally worth continuing.

\n","games":["Thirteen Terrible Stunts"]},{"typ":1,"at":379319462,"re":379312531,"author":"Stanisław Małolepszy","login":"stasm","gh":265818,"url":"https://piesku.com","twitter":"stas","text":"

Thanks for playing, João! Designing the engine for this game was a lot of fun. I spent the last 5 editions of js13kGames building my own 3d rendering engine, just to completely ditch it this year and build a new one from scratch. And it’s a completely different kind of engine: the challenge is not perfomance, 3d maths, or lighting effects, but instead being able to implement gameplay mechanics we designed and ensure correctness.

\n

I acknowledge the feedback about the audio and more generally — about explaining better what happens on the screen. Personally, I usually read the log once all cards stop moving, to see if there was anything I missed. But even then I sometimes feel a bit lost.

\n

We do plan to continue working on a post-jam version! Thanks for the kind words of encouragement.

\n"},{"at":379335523,"author":"Benjamin Boyd Austin","login":"bbaustin","gh":18755168,"text":"

I feel like each time I play this, I will enjoy it more and more! Seems like it’s quite deep, so you need to spend some time to absorb all the rules.

\n

Really nice touch the title screen shows the cards you’ve used/seen! That’s awesome. Clicking the card to get a “3D” preview of their abilities is also really nice.

\n

Gameplay-wise, it’s interesting that you have three “battles” to keep track of at once (left/right/center).

\n

I’m probably just not paying attention, but I’m not entirely sure what causes the game to end..? At first I thought winning one “zone” (left/right/center) ended that game, but I don’t think that’s correct. Is it after x turns?

\n

Anyway, my favorite cards were:

\n\n","games":["PicoBuddy"]},{"typ":1,"at":379614503,"re":379335523,"author":"Stanisław Małolepszy","login":"stasm","gh":265818,"url":"https://piesku.com","twitter":"stas","text":"

Thanks for playing! I know card games can be a bit hard to get into, which is why, I think, we don’t see many of them during jams. However, we took the risk and our goal was to design a game with a high replay value. I’m happy to hear that you enjoyed it!

\n

Replayability is the reason why the card collection is featured prominently on the title screen—unlocking all cards is a ‘quest’ and you’ll need to complete multiple runs in order to achieve it.

\n

Thank you for the feedback about battle rules not being clear enough. We could have done a better job explaining them. Battles go on for 6 turns. In order to win a battle, you need to score more points in total across all three locations. Each location has an effect and can hold up to 4 cards.

\n

And yes! Toy Astronaut is great at accelerating your deck, making it possible to play a 6-cost card on the 5th turn. I also like Choody who plays the top card of your deck for free. Do try some of the other 5-cost and 6-cost cards—you can build sweet combos with them 😎.

\n"},{"at":379394432,"author":"Leo Kuo","login":"leokuo0724","gh":40346834,"url":"https://medium.com/@leokuo0724","twitter":"leokuo0724","text":"

This is a great board game! I love the way you incorporated deck-building mechanics, especially having three places to construct cards with different effects depending on the enemies.

\n

I’m curious if the characters are tied to their abilities in the design. I’m really looking forward to seeing how this game develops after the competition! Great job!

\n","games":["Templar's Final Stand"]},{"at":379742901,"author":"Jonathan Vallet","login":"jonathan-vallet","gh":5329099,"text":"

Really cool game! I love rogue like deck building decks. Lovely art and cool references (or maybe not, I feel old know! :D)\nSound would have been great, you still have 0.01 kb left in your zip for that :P\nExcellent effect hover the cards. I had a similar one on my entry “Cardice” years ago :)

\n","games":["13 Steps to Escape"]},{"at":380113091,"author":"Jasper Renow-Clarke","login":"picosonic","gh":26137750,"twitter":"femtosonic","text":"

A fun card game.

\n

Lots of recognisable characters on the cards which was neat. The graphics were really well done.

\n

I loved the shiny card mechanic as I looked at them close up - very cool.

\n

I’d have liked to have seen a tutorial or hint system to help me get the hang of it.

\n","games":["rollermaze"]},{"at":380316481,"author":"Alexander Petrov","login":"baturinsky","gh":632779,"twitter":"baturinsky","text":"

Great idea and implementation. “Look closer at card” effect is very cool.\nAI is pretty dumb, but that’s expected.\nLooks like you can unlock more cards, but I don’t see how, exactly.

\n","games":["Terra Mobilis","Triskaidekagenesis"]},{"at":380351220,"author":"Michał Chojnacki","login":"alcore","gh":13606783,"url":"https://muyo.io","text":"

I have yet to properly sit down to play it, so I’ll update if I manage to play sufficiently before the vote deadline.

\n

That said, in one of your replies you mentioned the sprite size at 1262 bytes. Well, you’ve got some free 200-300ish bytes laying on the table and waiting to be grabbed — since that’s base64 encoded. That’s one of the bigger things that immediately jump to mind looking at the implementation.

\n

Considering you’re Roadrolling, I think you’re optimizing for size, not site load times (and HTTP roundtrip avoidance) — posthtml-inline-assets begone and you got free real estate for additional cards.

\n"},{"at":380418764,"author":"Almut Kieffer-Jones","login":"mxlle","gh":6170306,"text":"

Impressive depth of the game! And I enjoyed the graphics a lot.

\n

The drag&drop could benefit from a larger drop area. I often grabbed the bottom of the card, which led to very long distances. And I think it would feel more natural, if I would be able to drop it when the card overlaps with the target area.

\n

After the last round, I was still able to place a card, but could not end the turn. And it took me a while to understand that the game was over. So I think it would be good to visualize the state of the game not only in the game logs, but also have some elements within the game field or some temporary overlays.

\n

Still a great game idea!

\n","games":["The Society of Multiphobics"]},{"typ":2,"at":380435137,"author":"Matt Hackett","login":"richtaur","gh":24601,"url":"https://valadria.com","twitter":"richtaur","text":"

A dueling card game with a considerable amount of content and detail at just under 13k. I would have liked to see the theme integrated more directly into the gameplay, but I’m impressed with the depth. Nice job!

\n"},{"typ":2,"at":380450505,"author":"Victor Debone","login":"debone","gh":763457,"url":"https://javascri.pl/","twitter":"javascripl","text":"

Dzień dobry! Thanks for another one of your submission to js13k!

\n

Great work on having a complete concept and game under 13kb, even more with the amount of depth that is coming from 12 cards and plenty of rules.

\n

It took me a while to get going. I thought reading the log on the right side was crucial for playing, but it was going so fast with so many events that I gave up on it. Then I couldn’t tell if there was some battle and understood that maybe not after 2 or 3 games – all it matters is the location. After 10 games I still didn’t get the locals activation phase.

\n

Only after 5 or 6 games is that I understood that there was only 6 turns – I couldn’t understand why the games were ending.

\n

I liked the enemies (not the one with the marble makers and jokers) had their own personality and deck – I wish I could make a deck and explore the possibilities.

\n

Very smart choice of not having any kind of ability that would require adding extra steps like choosing cards or making decisions. Less UI, less code, and I didn’t feel I was losing anything (but gosh those marble makers… do they pick the best card of the hand?)

\n

Last, you mentioned that no music for extra cards but managed to pack a 3d visualization for the cards (joking ;PP)

\n"},{"typ":2,"at":380539276,"author":"Dann Sullivan","url":"https://bigbossbattle.com","text":"

Very clever implementation of this board-game area capture system (I can’t remember what the name of the system is at the moment). I was really entertained by the different cards you put in, just familiar enough. Great work coding the logic. Some sort of explanation pane on the menu would have been welcome, but once I recognised it I was away.

\n"}],"results":{"theme":{"rank":143,"min":1,"score":1.83,"max":4.2},"innovation":{"rank":18,"min":1,"score":3.5,"max":4.47},"gameplay":{"rank":77,"min":1,"score":2.92,"max":4.29},"graphics":{"rank":69,"min":1,"score":3.33,"max":4.76},"audio":{"rank":146,"min":1,"score":1.21,"max":4.34},"controls":{"rank":107,"min":1,"score":2.67,"max":4.24},"primary":{"rank":106,"min":6,"score":15.46,"max":24.47},"label":"Overall"}}