Tiny DECK. Deep DUNGEON. Crawl until you drop.

Build a small but deadly MINI DECK as you go.

Let your party fight for you in tense AUTO-BATTLES while you plan the next move.

Crawl through a dangerous, loot-stuffed FANTASY DUNGEON full of nasty combos.

How far can your HEROES crawl before the dungeon claims them?

Updated 12 days ago
Published 16 days ago
StatusPrototype
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(2 total ratings)
AuthorI'm Harmless
GenreCard Game
Made withUnity
TagsDeck Building, Dungeon Crawler, Fantasy
Average sessionAbout a half-hour
LanguagesEnglish
InputsMouse

Comments

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(2 edits)

I feel like overflow damage from a stat should get counted, albeit at a discount, towards damage from other stats.  Say you've damaged a monster's power down to 0. Why not  allow further power-based damage to deal, say, 50% damage to  the monster's Mind or Agility defense? 

 Alternatively, the player needs easier access to Mind cards, whether it's from a change to the starting deck, or a change to the purchasable cards in the store. 

The starting deck is HEAVILY biased in favor of power, and the game promptly throws us against a bunch of monsters that  have very high Mind stats.  Your ability to deal mind damage is largely dependent on how many times you draw the guild battlemage (who, incidentally, is likely the best card in the game by virtue of having a free card draw, dealing mind damage when virtually  no one else does, and costing a very low price in the shop).


Diagetically, it does not make much sense for enemies to require the player  deal Mind, Agility, and Power to them in order to win.   It is very odd to see a guild of 7+ party members wailing on a monster, but being completely ineffectual because they don't have the right color on their card.

Thanks so much for the feedback! You make great points about overflow damage and Mind access. I'll consider addressing them!