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A jam submission

Death's DoorView game page

A rogue-like deckbuilder
Submitted by Esosek — 3 days, 14 hours before the deadline
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Death's Door's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#64.0834.083
Roguelikeness#1182.7502.750

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Successful or Incomplete?

Success

Did development of the game take place during the 7DRL Challenge week?

Yes

Is your game a roguelike?

Yes

Turn-based

Yes

Roguelike Elements
Game is turn-based and has permadeath with loosing all progress. Resource management (card, gold, health and max health) is key to progressing. Player will learn from past mistakes and progress further. All cards are procedurally generated with many unique effect combinations with different values in cost, gold and strength.

Screenshots

Yes

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Comments

Wowowow great game!!!!! 

Honestly, I really love the gameplay... Right from fhe start, being introduced to a new card game so hmm, first play through ez loss. Then I learnt from it and tried again... Lost again... So then I found the method (which I just realized another commenter pointed out) of using a plus heal gain gold kinda deal and grind the first round, which could go pretty much infinite.

The design of the game is also quite innovative I would say, I haven't seen any game really do this rng card thingy. It's really refreshing to see.

If this could be worked on further, balanced, and polished up, I think it would go quite far. I like the balance of trying to get gold, while keeping your health up and upgrading cards permanently and things like that. I am a big fan of cards that effect permanently when played in battle. If this was to be updated, I would suggest:

• The ability to remove cards

• Slay the spire map

• Shop reroll

I also found 1 bug where somehow a card stayed on top of the screen permanently and I can't move it... I think it's cuz I was holding the card while I killed the enemy (? Not sure).


Anyway other than that great game love it would love to see more, cheers! 🥂


Submitted(+1)

I had a blast and made it to 14 kills before dying using the "draw as many cards as possible" strategy which was really fun. Probably played for 2 hours at least.


This game hits me right in the genre that I love most, so thanks for making it.


Only suggestions (other than balancing) would be:

- allow keyboard controls like Slay the Spire so that I can hit 1,2,3,4 instead of the cards since my finger got tired on the trackpad

- allow more than 5 cards in hand or warn before doing something like using a draw 2 with 5 cards in hand. It was surprising in a disappointing way

- allow some way to permanently shred cards since the base cards and early cards end up cluttering the deck quite a bit. I understand that this might be intentional, but it was sad to pick early cards knowing that they'd be detrimental later

Submitted

Oh, another suggestion that I forgot: Having the cards ordered so that "sell" effects are always after "play" effects would be helpful templating.


Similarly, always having a consistent order like "pay cost, damage, heal, draw" might make the cards more readable.

Developer(+1)

Hi Katergberg,

I'm super glad you liked it and I agree with your points and believe that I had many more ideas for effects / features to implement. 

Anyway, I have no plans continue developing the game yet but if I would then

  • Playing cards by clicking them instead would make your life easier
  • Making cards more readable would be a priority - I agree that play-sell order should be defined but some other combinations are shuffled as intention (it's very different outcome to add max health and heal instead of healing and then maxing your HP)
  • I was also playing with an idea of permanently losing sold cards - therefore if you could sell basic cards you could refine your deck more
  • Current effects needs to be tweaked, some strategies are way way more powerful than others but on the other hand I don't want luck to decide your progress - this would mean rethinking the whole game loop

Cheers!

Submitted

Loved the game, it reminds me with Mori Carta game combined with cards with personalities :) Great job, I enjoyed playing it :)

Submitted(+1)

Super fun game! I've always liked the idea of procedurally generated cards/abilities, and I think you pulled it really well. I do think, however, that the 'gain gold from random card' and perhaps the 'gain maximum hp' effects need adjusting. If you get decent healing cards at the start, then you can stay and grind on the first fight indefinitely. I got up to kill count 31 with this method before I decided to start over.

Barring that, I've been stuck on 7, but I'm excited to try to get to 8!

Submitted

I looked into it again, and it looks like this strategy works if in the opening card selection you get:

1) A total of 2 non-consumable healing

2) Some sort of scaling

After starting the first fight, sell two cards so you have 10 cards in your deck. Each 2 rounds, you will take 6 damage, and gain 4 life from basic heals and 2 life from your cards you picked up, keeping you at the same life total over time.

Some sort of enemy scaling might be the best way to fix this, because removing all types of scaling in the game would probably remove half of the effects :)

Developer(+2)

Thank you for your feedback. I'm aware there are strategies that enables you to basically go infinite gold / health and it breaks the game. There is plenty of room to improve on current mechanics and balance the game better and if I decide to build upon it many things need to be changed from the ground. I haven't realized that effect scaling and balance would take so much time to fit into 7 days :) Glad you liked it!

Submitted(+1)

It's a good game play - like it a lot! Also your tutorial - as minimalistic as it is, gives just the right amount of help to get smoothly into the flow. Great job!

Developer(+2)

Thank you! I think having a decent tutorial without a wall of text is one of the most challenging things on game jams. I'm glad you liked it.

Submitted (2 edits) (+1)

A fun dominion-like game, with an innovative sell mechanic. Do you eke out that extra gold by delaying the kill, or do you play it safe… Nice controls and addictive gameplay. I enjoy randomly generated cards too.

Submitted

Pros:

  • Nice, clean art style. Very simple and yet effective.
  • Selling mechanic is neat. Lots of potential for different strategies.
  • Decent variety of cards, especially for a game developed in 7 days. 
  • I liked the procedurally generated cards that scaled depending on how much gold you had.


Improvements:

  • I found the cards quite hard to read. Specifically, its quite confusing working out what the card does depending on how you use it (sell, play, etc.) Perhaps add different icons or styling to the cards depending on what the card does.
  • As aerial mentioned, the ability to remove cards from your deck would be useful later game.


Bugs:

  • None that I could find ;)


Overall, very polished game. Good Job!

Developer(+1)

Thanks for your long and constructive feedback and kind words. Definitely you are not the only one who did not fully understand what the card actually does, I wanted to keep the text to minimal but it just doesn't work for everyone.

I was able to fix most bugs on my last day based on my friend's playtest but I know of few of them which are in the game ;) I'm glad they are not obvious.

Submitted(+1)

Neat game. Very addicting. My best run is 6. I wish there was a way to get rid of cards, like throw away one card every level, since those +1 health basic cards don't help much later on when the enemy is doing 12 damage per turn, but not sure how it would be balanced because if you end up with only draw card effects in your deck, you could keep drawing forever until the enemy dies in one turn.


Good and fun game overall. I really enjoyed playing it. Well done!

Developer(+2)

Thanks! You are correct the draw effect is problematic in later turns and needs nerf / rework in future version. And having basic cards in later turns is frustrating because they take up space in hand and it's annoying. Definitely something to look into.