LUKE PULLED IT WITH ONE MORE VOTE!!!

@Luke Analysis and the finale results Coming Out Sometime Soon (Mb next week)ā¦
Maybe Iāll add in some bonus points as well (like what they do at the end of Mario Party), Iāll brainstorm over the weekend.
Just got time to sit and play this, @Taser this guyās your champion.
Mine is the most unfinished though ngl
Happy Birthday :3
Happy cake day!!!1!!!11!!!1
Happy anniversary!! 
 
 
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Thank you guys ^^
It is time, for the final analysis of the comp, anyhow the final results come out tomorrow (Friday 03/08/2024) or MB next Monday. That said, I have a lot to unpack in this, sooooo, brace yourself.
The Game Itself:
@Luke Analysis
(QUICK NOTE: I typed this analysis a long time ago, and saved it for building suspense, so some parts may be outdated)
@Luke was a fan favorite to win this comp and this game certainly showed the why and how. In terms of decoration, functionality, and gameplay. Although, all the criticism Iāll say about the art is⦠Never mind, I got nothing abt it.
Let us get one thing down on the table first, the code is absurdly enormous, and it is still being coded in blocks as far as I can tell. I definitely do not recommend pressing the edit8/show-code button (no offense) because it absolutely lag spikes my devices. Anyhow, I didnāt really stay in the editor for long due to it somehow causing lag in all my other tabs/apps. I do say that MB it could use some optimizations or at least reduce the lag inside the editor (MB make separate files for the project??? I heard that works quite well).
There is one thing Iād like to point out, although it is probably the tiniest of the nitpicks I have to lecture about, there are multiple characters (selected by RNG ig) that you can use to fight these strange⦠Funni Moss Mushroom Spider Monsters??? However, only one character has an animation to go with his actions (mainly attack). All the other characters are just there, they just stay stationary for the entire battle, regardless of what cards you play. This often doesnāt bother me too much, however, I donāt think that the characters feel alive at all, they seem more like statues rather than people who are fighting monsters through cards. Like, this is all just subjective to me, but, without any animations, I canāt tell if the character is ACTUALLY using a card or not, it really has that much of an impact. Plus, you simply canāt forget about consistency, it does not bode very well (at least to me) that only one character has an animation, and all the others are unanimated. It is a strange game design choice to say the least. I wonāt dock any points for this nitpick tho.
          
            
          
(literally the only āaliveā guy lol)
GIF Source: Card Game: Sprites behaving in satisfying, unintentional ways - #16 by Luke
Now, finally, to go more into depth about the functionality and gameplay of Card Delver. The game plays especially well, with how all the possible cards get shuffled without many bugs, the map, the treasure chests, and how all the attacks/defenses are done through. However, I did find that some functions/mechanics are broken/bugged, such as the B-button. Which leads to one of my biggest gripes abt the game as a whole, a lot of the good stuff/mechanics can get seriously bugged and do the weirdest of things. And it can get really annoying to have to play with all these bugs flying around the place, and I have to reshuffle my already-good deck just to hopefully debug the mechanics.
Might as well lecture one last thing before I end this game analysis, and itās the fact that the game isnāt very learny. When someone first enters the game, like me, I can bet that they can get real confused. Mainly with what each console button do, how much energy I have, what each card does to me/or the enemies, when will chests appear and when will they not. Often, the player should not have to require to carefully read the How To Play Document with every single thing they do, it takes quite a lot of time to ease into all of this stuff given how many possible inputs and outputs there are with each action.
Ah yes, now I am done with my analysis, like @Brohann and @InvalidProject analyses, I wonāt mention the point score till I post the final results, although it is estimated in the 140-150 point range. Voting results are out, however. Either way, I have to say, your other games were worthy enough to be posted in the grand finale, and this game was no different. Congrats, @Luke.
Voting booth results:
Yeah Iām lazy lol
Also when I coded the animation system it was based on the old card system which only had about 10 unique cards. (There was also only one character at that point) With the new card system there are over 100 so it would take a while to code + make animations for 5 different and large sprites. Also I wanted to overhaul the animation system later
to account for other things like damage and status effects
Yeah keep in mind that this was very much a demo, not an accurate representation of the actual game. However yeah really bad how long that post was lol
Tbh these enemies are too complex for beginners, I decided that these should be floor 2 enemies a while ago but I didnāt have time to make floor 1 enemies. I plan for floor 1 enemies to far fewer status effects than these to keep things simple. Also each floor will give the player mostly one card type to introduce them more easily (order is wood, glass, metal; lines up with dmg, status effects, tanks)

Floor 1 will have mainly burn as its status effect
.
Iām done for- TvT
yo put this on itch.io it would probably do great lol
sorry for not explaining. the power of your punch is how fast you are moving. so you have to run into a person and punch for them to go anywhere
just realized I was like 10 days after the deadline, lol
time to cook
Hey @Brohann do you think it is possible to make a 3D minecraft
possible? absolutely
easy? no
Might as well keep this going for the next few days 
 /j
@Luke where is the spreadsheet











