roguelike deckbuilder
each screen has instructions on what to do in the screen, except the combat screen, those instructions are here.
your deck;
when one of your cards runs out of health in battle, it dies. dead cards are permanent removed from your deck! if your deck gets full on the map, you can remove them from the inventory (bottom left button on the map).
available actions;
during your turn of combat, you have a few actions you can take.
deploy cards; drag cards from your hand onto an available space on the board to play them. playing cards costs mana. cards will automatically shift to the first empty space on the left. you can place cards on top of other cards to shift that card and all cards to the right of it over.
recall cards; drag cards from the board (not your hand) onto your draw pile (top right) to recall them. this immediately gives you +1 mana. recalling a card puts it back into your draw pile so you can re-draw it again later in the fight. this is a great way to protect cards that are on low health, or in order to free up space for fresh cards.
garrison cards; drag cards from the board (not your hand) onto the little bunny guy in the corner (bottom left) to garrison it. this immediately gives you +1 mana. this also causes you to draw another card, but the card doesn't return to play. the card is not dead, and will rejoin you after the battle is over.
end turn; click the end turn bell to end your turn. after you click the bell, you draw a card, and if you have less than 4 mana you gain mana until you have 4. then, all cards on the board attack from left to right, with your cards going first in each row. when a card attacks, it deals damage to the card across from it equal to its attack damage. if a card runs out of health, it dies and cannot attack and is removed from the game. after all cards attack, it becomes your turn again, and enemies will spawn.
winning / losing
you win combat if the enemy has no more cards in their deck (top right corner deck) or on their side of the board. you lose if you don't have any cards on your side of the board at the start of your turn.
everything else.
all other information you need to know is in the game. not sure what a status effect, keyword, or map icon does? however, over it with your mouse, and the little bunny guy in the corner will pull out the rulebook. if something isn't in the rulebook, or on this page, please lemme know so I can make things more clear!
beating the game
you beat the game when you complete the 3rd fight. stuff isn't super balanced / difficult right now, so this might not be hard. right now not concerned with balancing as much as with core mechanics / general feel. ty for playtesting!
Updated | 9 days ago |
Status | Released |
Platforms | HTML5 |
Author | CuttingLogic |
Genre | Card Game |
Made with | Godot |
Tags | Deck Building, Roguelike |
Comments
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I think it's really solid. One thought wile idlily working my way through is the text feels a bit off center. When purchasing cards the checkout button has text that's a bit difficult to read. It may be the black color, or the wood texture, or both blending into each other. The other thought about text is that the tutorial book doesn't have a lot of space in-between lines, this makes it a bit difficult to read. For battling, the mechanic to have returned cards fill up your mana was genius. That feels so much better to play. I played the normal difficulty, I enjoyed it. It wasn't too difficult but I felt challenged. I'm not exactly sure what you did to change it but what you did do works splendidly. I would call it balanced. Nicely done.
I'm a bit confused because it ended after the first fight and brought me to the "too lazy to make save/load management lol" page but I feel like I was able to get the "core mechanics/general feel" of what you're going for from my one battle and a few stops.
I think it has a great foundation. You've put in the effort to get the pieces there and while the balancing is still in the works the general fun of deciding what to remove, improve, change up and how to work around the constantly incoming creatures onto the battle gives me Wildfrost vibes in a good sort of way.
My only concern that I'd really have to play more to get a true feeling out of is part of the mid/end parts of battle where you have all your cards out. Taking comparison to Wildfrost again you have only four slots to put down creatures which after they are out it felt like I was just sending them back to the discard and placing down another one I had drawn. There just felt like there was less choice there and that I was just "rotating in the next friend with full health". I think if you can have a bit more player agency during the battles, either via spell cards or row manipulation tactics or something would be awesome but ..yeah you're the developer not me ;)
I really like how this is shaping up. Will definitely follow and can't wait to see what shakes out.
Edit: Also as a heads up your discord link on your profile page is now invalid
can you give me more specific feedback? for example, what did you enjoy and what is somthing that needs to be fixed?