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A jam submission

DeckayView game page

Deckbuilder meets decay. Caught in a grim loop, you're forced to face your own decline.
Submitted by losttime — 15 hours, 1 minute before the deadline
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Deckay's itch.io page

Results

CriteriaRankScore*Raw Score
Narrative#34302.4292.429
Creativity#40393.2383.238
Enjoyment#54102.5242.524
Artwork#69182.2382.238
Audio#89401.1901.190

Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
You are undead, revived by an unseen master to fight endlessly. In Deckay, looping is not just a mechanic. It is your curse. You loop your cards, but each time they return, they weaken, worn down by decay. For enemies, each loop of their deck makes them grow stronger. While you decay, they grow. Victory lets you take cards from your enemies, recycling their power to fuel your undeath. You can loop back and face enemies again to claim more, but their growth is permanent, and with fewer cards left, it accelerates. Can you keep up, or will you fall out of the loop?

(Optional) What would you like to be called if GMTK features your game?
losttime

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Comments

Submitted(+1)

Very cool concept, though given the mechanics are pretty confusing a full tutorial would be a lot more helpful than just the text given in the game description. The game is pretty weirdly balanced too, some enemies like spinderella are pushovers while others like sir squeaksalot can checkmate you without any growth if you're unlucky and they draw the disease thing as their first card. The boss is also very difficult, without having the cards from funguy and the one other poison card in the game you can't beat it. Also, it's pretty easy to go back and beat enemies after you take or consume their attacking cards. And i would also like to add that the "slow" effect is useless for the player, since you don't have growth. I kind of wish there was an option to destroy a card in your deck too, because even though the game punishes you for cycling your deck - there's still starting cards you wanna get rid of and it'd be a cool risk-reward dynamic since you're risking decaying too fast but you're able to get to your better cards more consistently. Would love to see this concept expanded upon.

Developer (1 edit) (+1)

All very valid points. Most of them I am already looking to address in the next iteration. I do agree that Slow is pretty useless for the player as it stands, and the balance is all over the place, but that is part of the charm of a prototype, heh.

I plan to split enemies into groups instead of fighting them one by one. For example, in a fight you might face five goblins, each with two or three base cards and one unique card. The fight ends when you defeat at least one of them. The others run off, and you then get to either consume the corpse or graft the unique card of the fallen enemy. This then makes more sense for you to return to a fight, as you still got few goblins that been left for you to fight. Since remaning goblins still have the base cards, there is always a baseline level of challenge, but you get to choose which unique enemy to take out in the first fight to make the next one a bit easier.

A big change I am also thinking of is giving the player five cards in hand, like in most deckbuilders. Instead of using energy or anything like that, turns would alternate between one of your cards and one enemy acting. This should help shield cards become more valuable too, since you can choose to block before one enemies big attack, knowing you will kill enemy but delaying it saves you more health in long run.

Having multiple enemies also opens up a better use for Slow. It would be changed to something like "skip" instead. One enemy in a group having a card that skips your turn is not too punishing, and if you get a card that skips an enemy's turn, it becomes a useful and interesting decision. You would need to choose which enemy to skip. Slow would also be reworked to delay an enemy’s action in the turn order, giving you a chance to prepare for them or end the fight before they act.

Card removal is something I definitely want to add, but it is hard to say how much of it will be in until the game is more balanced. Removing cards is always fun and useful since it helps fix up your deck, but too much of it takes away from the challenge. A big part of a deckbuilder should be about building and adapting the deck, not just piloting a perfect one. If removal is too easy or too frequent, most runs will start to look the same as players just cut everything that is not enabling their strongest card. But if removal is too limited, it becomes hard to take speculative cards or pivot your strategy.

Thank you for the feedback :3

Submitted(+1)

Cool concept, punishing players for looping through the deck is a great way to upend the traditional deckbuilder logic that you want to make your deck as small as possible!

Developer(+1)

Thanks for noticing that :3
I did notice, while working on a different game, that a lot of deckbuilders benefit from having small decks that you cycle through quickly. That made me consider the idea of punishing players for going through their decks too fast by having too few cards. It creates an interesting balance where players want to keep their deck small to access strong cards quickly, but not so small that they run out of damage and cannot close out the fight.

I have a few ideas for mechanics that would reward smaller decks and tie more directly into the decay theme, but I did not have time to include them in the prototype.

I am also considering shifting the decay from the deck itself to the cards individually. Each card would weaken the more it is used, and players could spend essence to restore them to full strength. This would still encourage larger decks, since you would want other options available rather than overusing your strongest card, especially if you are saving it for a tougher enemy. But I need to think about it and play around with both concepts to see which one feels better.

Submitted

Thats a really cool take on the theme as a deckbuilding game! It took me a while to fully grasp how everything was playing out, but went smoothly after that. I liked the direction and effects of the cards, but some of the fights felt very snowbally, especially when an enemy can stack large amounts of poison early on in a fight. I think some ambience in the background would really elevate the already great vibe your game gives off! Had a fun time playing it :D

Developer

Yeah, the balance is definitely scuffed, but it’s just a prototype, so the next iteration should be better. Hopefully :3
Once the game has music and more art, the undead decay vibe should come through more clearly ;p

Thanks for the feedback, it’s much appreciated :3

Submitted

I love a deckbuilder! (we made one too) The card art really captured the Deckay vibe!

I think there's definitely an idea in there, I just found it hard to have control over how the fights went. Once I started losing it kept going downhill. Would love to see it expanded on, with some more options to the player. Good work!

Developer

The balance is definitely too scuffed. Once a fight reaches a certain point, there is no real way to come back, but the game does not end. Your only option is to surrender. It does tie into the theme of being undead and decaying past the point of recovery, but without stronger visuals or a clearer cutoff, it does not leave a great impression on the player.

Thanks again for the feedback :3
I will be checking out your game for sure!

Submitted

A really good deckbuilder with a lot of potential to grow. Cards were nicely made, I just wish that asthetic went to the buttons too. other than that it was a ton of fun with a lot of mechanics that were really easy to pick up on

Developer(+1)

Thanks :3
Yeah, I think the core idea behind the game is pretty strong, but it definitely lacks in visuals and overall user experience. At least now I know what to focus on next ;p

Submitted

I love a good deckbuilder! While there's definitely some QOL improvements you could make to have it feel more polished, I think the idea you have is great! Hopefully you expand on this in the future :)

Developer

Thank you :3
I do have a few ideas on how to improve the user experience and make the decay feel more integrated into the gameplay.

Submitted

The concept seems really cool. If there'd been some animations to sort of explain the movement of cards this'd be a home run. But as is still really cool and fun! Rated and appreciated! If you want you can check out my deck builder game too!

Developer(+1)

Yeah, the lack of clarity is definitely the biggest issue. I agree that even some basic visuals would have made a huge difference.

Thanks for the feedback! I’ll be sure to check out your game too :3

Submitted

Yeah my game suffer from the exact same thing! Wish i had time for that!

Submitted

The decay and the cards look really nice, and the concept seems amazing, grafting the cards and the system of losing card power is really a good idea. I would actually love to play a polished version The UI can be a bit confusing but otherwise, good job !

Developer(+1)

Yeah, the UI was the bear minimum I could get away with. Even in this version, it definitely needs a few tweaks to make it more user-friendly.

One of the biggest issues, I think, is the lack of visual feedback. Watching numbers change without any clear visual cues isn't very satisfying.
I really wanted to show the cards physically decaying as they got weaker. In my mind, the big punch and selling point of the idea was seeing your cards fall apart with each use, and visually tearing parts from enemies to restore or strengthen your own cards.

Unfortunately, art takes me way too long to produce, and I just didn’t have enough time during the jam to make that happen.

Submitted(+1)

It’s a game jam, it’s ok to not get everything done in a such short amount of time. But you got yourself a cool idea tbh, keep up the great work :)

Submitted

Why does this game have no sound? Would be nice to have audio. The art is good.

Developer

Sound is something I plan to focus on more in the future. Right now, I didn’t feel I had the time to learn how to create decent sound, and I’d rather include no sound at all and let people point it out, which motivates me more than just using pre-made assets.

Submitted

the concept is so cool but i had to read an entire ikea instruction manual. But playing is really fun, just abit confusing at times with the gui. Reminds me of the second law of thermodynamics.

Developer

Yes, putting things around the cards and on hover would have helped with a lot of the front-load of information in the help.
And if I did have time, a tutorial would have been great ;p and as you said better GUI would have made the experience 100x easier

Thank you for the feedback :3

Submitted (1 edit) (+1)

fun to see a fellow deckbuilder game!

Submitted

fun to see a fellow deckbuilder!

sort of confusing, but with more time and polish its a really fun deckbuilder game. not really related to loops besides the description though

Developer

Yeah, I think I didn’t convey the looping clearly enough in the game. It’s that thing where the idea feels strong in your head, and as you work on it, it starts to feel real, even if it doesn’t fully come through in the game.

A clearer visual of moving back and forth, revisiting previous enemies, and literally looping back on yourself would help a lot. Simple animations showing both your cards and enemy cards cycling in a loop, with that loop being the source of both decay and growth, could really reinforce the theme. That would make the theme land much more.

Appreciate the feedback :3 

Great game, I really enjoyed.

Submitted

pretty neat! could use some visual polish or audio if there was more time but cool concept :]

Developer

Thx. For the next jam I do plan to mess around more with audio and art... or find someone to team up with who will know what they are doing.