To beat a level, either:

Collect all the keys then get to the gate cell

OR Kill all the enemies

Coding cards is a programming style roguelike deckbuilder. 

Your cards contain lines of code that get compiled into a script that you can then execute. 

Create a script that allows you to safely retrieve the key and get to the gate tile without being killed by the enemies! Fight the enemies to clear your way and achieve victory!

No prior programming knowledge required to play!


General overview of core game features:

  • Create new, fully customized cards with the commands that you want
  • Enemies 
  • Random map generation
  • And more!

I'm still developing the game, so here's a short list of some planned features:

  • Improved tutorial (I feel like this will forever be on my list..)
  • New card commands (including movement, attack, defense, and utility abilities) (currently at 20 unique action commands, with a lot of room for customizability!)
  • Unique enemies (also known as bosses)
  • Better world map generation

You can check out the devlog below. I try to upload new builds pretty frequently with updates and always post to the devlog explaining the new changes. 

The pace of updates has slowed down a bit lately - the things I've been working on have been very large. 

Updated 11 days ago
StatusIn development
PlatformsHTML5, Windows, macOS
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorDragonGawain
GenreCard Game, Strategy
Made withUnity
Tags2D, Deck Building, Indie, Mouse only, Roguelike, Singleplayer, Top-Down
LanguagesEnglish
InputsMouse

Download

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Click download now to get access to the following files:

coding_cards v1.0.0_2 b Windows.zip 30 MB
coding_cards v1.0.0_2 b Mac.zip 53 MB

Development log

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Comments

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i really wish the game was a bit easier to pick up


yeah it has core gameplay and can be fun but it requres way too much thinking and way too little actual playtime

(1 edit)

First off, thanks for playing and the feedback, it means a lot to me!


I can agree with what you've said, especially if you don't have any programming experience, the game can be tough to understand. 


If you've got any ideas to make the game easier to pick up, I'm all ears! I tried to design the tutorial in such a way that it introduced the core mechanics while also not being way too long, but even the basics is kinda information overload, and I skimmed over some stuff (like enemy explanations). Hence why pretty much everything also has a tooltip..


I think I get what you mean by 'too little gameplay', but I'm not sure what to do to alleviate that issue.. I guess I can make the script execution be even faster? 

From my point of view, the frustration with the game loop is that if you need to move in a certain direction, and the move card is just stuck in your deck and doesn't want to show up, forcing you to discard 3 turns in a row. I'm planning on adding in more movement options to help with that (specifically a teleport ability of some kind). Once I add in some sort of item system, I'll also be able to use those to influence movement as well, introducing more possibilities of how to get around the board.

Maybe giving the player a free move card in all directions (outside of the hand) every turn would help?

i think the tutorial should have different "levels" where each level introduces a command or two to the player


the current tutorial works but it doesnt really give a chance for the player to actually understand the way things work

Gotcha, I see. 

I'm currently working on making the game mobile friendly (when played online), but after that I'll take a look at revamping the tutorial. 

I've gotten other feedback that also suggested that the tutorial could use an upgrade, so you're not the only one who thought it could be better. 

Thanks again for the feedback!

thanks for being open to suggestions :)

My pleasure! Getting feedback is a huge part of why I published my game, even in its unfinished state.

Thank you for offering suggestions! It truly does mean a lot to me!