Coding Cards
In case you skip the tutorial, to beat a level, you need to collect the key(s), and then make your way to the gate cell (the only grey cell on the board).
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 (that now actually hunt you down)
- Random map generation
- And more!
I'm still developing the game, so here's a list of planned features:
- Improved tutorial (as requested by several people)
- New card commands (including movement, attack, defense, and utility abilities)
- Player upgrades as you beat boss levels (stuff like increased hand size)
- Improved game board with tiles that you can interact with (walls, traps, etc)
- A lot of other things! (like, seriously. My list of ideas has over 50 ideas of things I want to implement of varying scale)
You can check out the devlog below. I try to upload new builds pretty frequently with updates (usually at least once a week), and you can see what's changed via the devlog.
Updated | 4 hours ago |
Status | In development |
Platforms | HTML5, Windows, macOS |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | DragonGawain |
Genre | Card Game, Strategy |
Made with | Unity |
Tags | 2D, Deck Building, Indie, Mouse only, Roguelike, Singleplayer, Top-Down |
Languages | English |
Inputs | Mouse |
Download
Click download now to get access to the following files:
Development log
- Mostly QOL update4 hours ago
- bug fixes and more mobile friendly stuff34 days ago
- Save system upgrade36 days ago
- The card editor has arrived!41 days ago
- New attack type, the shockwave!46 days ago
- Hotfix for some real nasty bugs48 days ago
- The long awaited tutorial update! (also better map generation)50 days ago
- Card creation upgrades, bug fixes, and upcoming plans54 days ago
Comments
Log in with itch.io to leave a comment.
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
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!