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A jam submission

Fame Or FollyView game page

A push-your-luck card game bursting with Renaissance Fair charm
Submitted by BossGrand — 12 days, 6 hours before the deadline

Play game

Fame Or Folly's itch.io page

Results

CriteriaRankScore*Raw Score
Satisfying Interactions#24.2504.250
Stylish Visuals#24.5004.500
Appealing Theme#24.5634.563
Overall#54.1004.100
Compelling Gameplay#73.9383.938
Made Me Think#163.2503.250

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Amazing game, I really loved this! Left my feedback on the discord

Submitted

Hey, I will drop my feedback below:

I really like the sfx music and animations you have going on. However I think the card animations compete for attention with hint texts on hover and makes it harder to interpret what the card does.

I find it odd for the non-interactable titles that you use in some sections (e.g. deck selection and new round sections) to have the same visual language as the interactable buttons.

Some background movement and/or particles in the main menu would be nice.

I think this kind of mouse based game would benefit a lot with using a custom cursor. It could have interaction hints (via animations, color, etc) as well.

The approval goal tutorial arrow didn't contrast enough imo.

Hold button made me think I had to hold my click on it.

Maybe it's just me but I though at first that I could reach max tension meter with no problem and that only if I get past it would stop the round.

Having available buy buttons in red feels off.

Having currency closer to the costs of the things you have to buy would be nice.

Submitted

I think the idea and overall look will be appealing when the game is done. It fells like Party House, Balatro but with a medieval village.

In terms of UX and game design, it is hard to make the correct choice. It is a bit unclear what each character differences are.

For the gameplay, are we just hitting until we are at 5/7 or I missed something? When you fail, it does not really feel that you did since you are still earning money.

Overall, I like the animation and the idea. But I feel it is hard to know your score until you hold. In balatro for example, you can calculate your score before you actually end the turn. And, each decision you are making is clear. Here I feel I don't need to make any decision to win. Just take the green cards and when at 5/7 hold.

Submitted(+1)

I finally did a whole run in Fame or Folly 🙌 here is my silent playthrough video, hope you’ll find it useful:

I previously complained about animation speed / waiting time. I think you nailed it this time, animations felt satisfying and I did not have the urge to skip/speed up. The only UI annoyance I had was that buttons did not change visually when they were interactable or not - mostly Draw card button and the one after round summary.

I played on a higher difficulty (faster target score scaling) and I found it adequately challenging throughout the mid-game. Early game I was mostly fishing for good cards/banners, which I think is fine, deckbuilders need some setup. Starting from around 12k target score I felt that I need to actually work for it, I started buying and using props and paying attention a bit more. This part of the game I liked best, unfortunately it did not last until the end.

It took me 1.5 hour to beat the game and I felt like it was way too long. I felt ready to wrap things up more or less 40 minutes in. After 1 hour mark I don’t think I made any changes to my banners and core 6 cards, I kept using the same gimmicks until the end and they worked.

QoL suggestion: add “Draw all” button - there were multiple occasions when I wanted to draw my whole deck because I knew I fired enough miscreants to not worry about the outrage. Drawing cards one by one felt a bit tedious at this point.

Overall my biggest issue at this point is game length - I think it could really shine at shorter playtime, I could see myself playing it for 30-40 minutes to chill out, but as it is right now I feel it drags out.

Submitted(+1)

This is amazing. Some of the backgrounds are still placeholders i suppose as they dont match the style of the rest. But the rest is great. It kept me playing longer than i had allocated time for. I can see creating some nice builds. But here is where my problem is: in the baron level i was hoping for some cool troopers to hire, but it kept giving me the same boring choices every night even after rerolling. That sucked, as i couldnt improve the deck the way i wanted.

So finetuning the RNG here would be cool to at least give the chance to get cool combos for your deck.
Definitely following this and i would love to play this on mobile in the future.

Developer(+1)

Thank you for giving it a try!


The cards in the recruitment phase are generated at the start of the game and you get 10 of them. In order to see new cards you buy card packs from the marketplace. Either the recruitment or showcase packs will give you new choices

Submitted(+1)

Hey, i played it again in the plane after i left my comment (loaded it up on my mobile and then played on mobile for at least 40 minutes in the plain). Couldnt leave feedback till now. I found out the packs change the recruitment options.

And i got a seed which made the game play out completely differently to the first run i was commenting from.
This time i got tons of mulitiplier cards and that made the game extremely easy until i got too greedy in the final round of the Hamlete della Carvigna. 

The seed was ebxpdvi7
and the best round was 41,410 approval.

That is extremely different to the first run where i was struggling to go above 200 approval per round, here 15k approval was a "normal" draw.

Also, i feel that buying vendors for example is an easy strategy to reduce chance of drawing Drunkards, as you dilute the deck without a real drawback. If you then have the guy that gives X1 by Vendor, this is a super legit strategy.
The game has a lot of potential and already feels great, but overall it also shows that its not "balanced" yet (which is the hardest part with a fully randomized poush your luck card game) You need to replace the placeholders for packs and backgrounds with maybe the same art but a different filter. It looks either too high res or too grainy. Try to use a filter that makes it less noisy/grainy to match your amazing pixelart. E.g. the title screen has a great feel to it, as it has less noise and fits the characters.

Developer (1 edit)

Awesome glad to hear you had a better time of it!


Definitely working on balancing the game. It's going to take a lot of iterations. I errored on the side of making the game easier and I've been slowing racheting up the difficulty after each round of playtests.


As for the art, I appreciate the feedback but I like how it is and spent a lot of time working with an artist to make it. I understand it's a jarring juxtaposition from the card art. But that is intentional. 

Submitted

Hey! I really wanted to enjoy this but struggled to do so. I played through all of season 1. I found the art rather messy and was rather surprised, because from a distance/zoomed out, the art looks like it'll be really nice, but since I have a big monitor, once I set the game to full-screen, it became apparent that the background art is some sort of part pixelated, part filtered, part photoshop, part random brush strokes to cover something on the screen. I liked that the cards are animated, and the RenFaire theme is fun. The gameplay I found too easy and my choices inconsequential. I usually play fairly safe, so once I was 2 or 3 outrage away, I simply stopped drawing and was able to clear rounds pretty quickly; watching outrage was pretty much the only thing I paid attention to. Beating levels also didn't feel particularly rewarding for me. I never had to stop and read a card or really understand the game to do well. The tutorial was also riddled with typos and needs quite a lot of copyediting before any kind of demo goes up on Steam.  Best of luck; I know it's a lot of downer feedback, but if you have a specific question, I'd be happy to answer.

Submitted(+1)

Hi Boss Grand! Just posting my probably pretty unsorted thoughts on the current version even though I've given you some feedback since I've already told you a few times I find it quite fun!

  • Would be nice to be able to go into the settings menu and skip the tutorial
  • I like the addition of the Undiscovered tag on items
  • There is something weird going on with the audio when the animations are sped up to 3x sounds like they are being played multiple times maybe? Its especially noticable with the coins after the end of the round or purchasing a trouper between days
  • Speaking of audio I turned SFX off because of the above, but could still very lightly hear the coin sound playing when cards were being processed after holding
  • I do wish there was some kind of difficuilty selection mode that can bump up the score needed, especially after I have done a few runs on it
  • The text on Letters of Marque explaining what they do is really small and hard to read
  • Would be nice to have the upcoming debuff in the last round of a season open by default when you are on the travelling screen, i totally missed that it existed for a bit and almost lost a run because of it

Still find the game really fun, especially when taking a bunch of outcasts and really leaning into the risk reward gameplay

Developer

Thank you for the feedback! I'm looking at the audio bugs now something wired happened with fmod


As for skipping tutorial if you start the game and then immediately go to mena and start a new game you can skip the tutorial that way.


Also there are 8 levels of difficulty but I hide the deck selection menu for new players since it was a bit overwhelming before getting to play the game.


You can also choose to unlock all difficulties if you want to try out the harder modes from the option in the main menu .


The letters of marque are undergoing a redesign I didn't have time before the deadline to get them in unfortunately.



I definitely want the ability to see the boss ability from the travel menu that makes allot of sense!


Thanks again for giving it a go!

(+1)

Hello! Here are my notes for feedback that I made while playing, and a recording. 

- Thank you for including an option to turn music down! 

- Really liked the art style and game feel, things felt very tactile.

- Though saying that I didn't really need to think too much about what I was doing during rounds - just had to make sure that I didn't bust.

- Also didn't see too much of an issue with going bust if all I had were cards that didn't give me points, going bust just seemed to end that day, which it would have anyway if I held.

- Seemed a little easy - I played the 2nd level too just in case it was the first on boarding one, but the 2nd seemed just as easy. Very generous with the days. 

- I couldn't read what the permanent upgrades did. Not sure if this would be an issue on the non web build, but if it said what it did in the tooltip that would be nice. 

- What I needed to do was very clear

- Liked that if I finished early the game rewarded me for doing so.

- I like the core premise, it tickles some of the same brain feelings as Balatro did

Developer

Thank you for the video very helpful!

Submitted(+1)

Hi Boss Grand, thanks for sharing your game. I had a lot of fun with it and played for about 20 mins.

  • What was the most frustrating moment in what you experienced?
    There was something about “permanent upgrade to troupe” that I purchased in the store, but I couldn’t find where this was displayed after purchase or how it was applied to the troupe. So I spent the currency, but had no sense of how it affected the playthrough. 
  • What was your favorite moment?
    I’ve got to say I liked the general vibe of the game. It wasn’t a particular moment, but the combination of the music, the sound effects, the art. Visually and artistically it has a lot of appeal. The only critique I have on the art is just the line thickness in the menus felt too small compared to the cards. Felt inconsistent, like not of the same world
  • Was there anything you wanted to do, but the game didn’t let you?
    Display the permanent upgrade information. I couldn’t find it anywhere
  • If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove?
    Add more contrast to the individual card costs and make current gold value larger in size, more prominent. It took a while to find it on the screen during the new card purchase cycle. 
  • What would you say you were doing in the game?
    Running a travelling troupe to perform at local taverns, trying to put on a good show without creating too much of a disturbance. 
  • How would you describe the game to friends and family?
    An enchanting deckbuilder where you assemble a troupe of musicians who travel the land and try not to bring along too much trouble.
Developer

Thank you for the thorough feedback much appreciated!!

Submitted(+1)

Love it! Just to let you know my stance: the gameplay is a lot like combat in Sprytewood, but that's not suprising as Quacks of Quedlinburg was my biggest inspiration. I make it short, I love everything about it, despite two minor things:

-I don't think the different visual styles fit too well together. I love the sprite animations on the cards, but imo it clashes a bit with the background and UI

-Difficulty is too easy. The first few rounds were interesting enough, but I think it needs more challenge (could also have to do with my familiarity with the genre idk)


Oh and one thing, I couldn't make out which of the things are permanent/meta. If you open a pack, do you get the cards permanently added to the pool?

Developer

Thank you for trying the game! For the difficulty do you recall what season you got to?


As for what is permanant/meta. Currently all content is unlocked but undiscovered. Undiscovered is just a way of letting you know which cards you've ever acquired or not .


Card packs come in two flavors. Recruitment packs go into your recruitment pool which you get access to during the night recruitment phase. Kinda like if you could add a new chip type to the market in quacks.


The show case packs bypass the recruitment pool and go straight into your main deck. But they are more expensive and offer less choices.

Submitted(+1)

Yoo what a neat fantasy that kept me playing for quite some time. Loved the art, the presentation, the balatroness of it. Great game. Got some bugs on the score, I felt sometimes I shouldn't have passed to the next phase, and I kept looking for my mult and score everywhere, that left UI from balatro, guess it is "muscle memory", haha. Congrats, keep it going!

Submitted(+1)

Awesome presentation! Gets a lot more complex than expected, I did encounter a bug when using prompts in a boss stage, first I use one to remove 4 from the outrage meter, but I draw another miscreant that put me right on the edge of outrage again, so I use another prompt to discard 2 troupes and removed both miscreants. After that the game cease to register any inputs, the game was still running and the music playing but I couldn't click on anything so ended losing the run.  I hope you are able to fix it because the game looks really cool. Keep it going!

Developer(+1)

Thank you for the feedback! It looks like there's an issue with the web build and coroutines. I'm looking into it right now. Its not happening on the desktop build haha one of those frustrating issues when you try to have a web build. Sorry you ran into a game ending bug!

Submitted(+1)

Dont worry, glad I found it. Ill try the desktop version later. 👍

Developer

Awesome I just uploaded a desktop build. I'd be really appreciative if you would try and replicate the bug you ran into with props.


I wasn't able to make it break for me on the desktop build but it did sometimes on the web build. So my assumption rn is that it's related to webgl. But not 100% certain about that 

Submitted(+1)

The game is very fun. Nice aesthetics, too. I did the merchant training + greedy empress + patron favor + grand ensemble so the performance suffered a little towards the end lol. Main issue I have is when I have loads of cards in my deck and I'm doing something that would show me all of them (like reserve cards post season or that one skill that would play a card from your deck immediately) it's very hard to find the one I'm looking for. I think it'll help to split them into several rows. I'm also bugged out of buying props but I made it through a run without that anyway. Perhaps because I quit the run where the tutorial took place? It seems to think I'm in a seeded run while I'm not

Developer (1 edit)

Thank you for the feedback!

The bug you raninto props I just found today and I've just pushed a fix for it.

Splitting the cards into rows makes sense too!

Submitted(+1)

Hey, I played your game.  I'll be honest, at first I thought the game would be a little out there for me.  I could tell it was very much like Balatro in terms of the cards, packs and things, but without the familiarity of poker, and the tutorial kind of dragged.  But after the tutorial I really got into my run.  I made it to the 60k round.  I thought I had a pretty good deck going, but got some bad draws (though I needed some lucky draws to get that far).   Very fun.  All of the card interactions are great.  I really got focused on the shield crafter and wardens (with an assist from the reordering card), but probably should have figured out some other interactions.  And I think I should have played more with picking new banners.  I imagine there's a lot of depth here.  And the renaissance theme has a lot of great personality.  Anyway, I had a lot of fun with this.  Nice job!

Developer

Thank you for the feedback!

As for the tutorial, was your feeling of it dragging from the first burst of dialog boxes in the first round? Or from it poping up across the first 3 markets and boss?

Submitted (1 edit) (+1)

I think it was the fact it's in the first 3 markets.  I probably only need one personally.  Having played Balatro I was familiar with most of it, and your tool tips do a good job of explaining what things are.  I guess why I describe it as dragging is because I felt like it was explaining things I already knew, while I didn't really feel like I learned  what I didn't know, which was how to win hands and construct my deck strategically.  But only playing though a run can teach that, so the tutorial felt like it delayed that.  Anyway, I'm an impatient person, and I tend to miss important things in tutorials because of it.   So it might just be me.   Also, it clearly didn't affect my enjoyment of the game, as I had a blast with it.

Developer (1 edit)

Cool thanks for that I'm glad you enjoyed playing!!


The reason I had the extra two market tutorial dialogs past explaining banners is to point out the difference between recruitment packs and showcase packs as this was something I saw people get confused by