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A jam submission

Card ArtisanView game page

Create your own deck, design your own cards, or craft them randomly! Level up and beat a difficult roguelike challenge!
Submitted by Fullen — 2 days, 14 hours before the deadline
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Card Artisan's itch.io page

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Comments

(+1)

I really like the new art, some of the card art is very memorable.

Upgrade UI is a bit of a mess, and kinda breaks on 4k resolution.

Tutorial is a very welcome addition. And either I remembered stuff from previous playthrough (doubtful), or the crafting is a bit less convoluted this time around.

I'm not a CCG player, but I like it quite a lot. Seems easy enough to get into and start playing.

Is there any documentation on how to create mods? Like what do traits do? What can I enter for "Unique Name", "Preferred Title", and "Action Description"?  What are all of the requirements to make a mod and how do I use one once it is made?

Developer (1 edit) (+1)

Hey friend.

The traits are used to determine what kind of effects a color will get. For example, if you give it the "Gentle" trait, that color will get healing effects.

The Names, titles, and descriptions are used to generate card names. So let's say you make a mod that features an image of Goku, you can enter "Goku" in the Unique name slot. If you get a rare card that features that image as the card art, that name can be used in the name generation, so you could get "Goku's Rage" or whatever fits the effect that card has.

Names are completely optional. The game will just generate other names if the image doesn't have any particular names or titles.

Lastly, to use a mod, you just need to click the "MOD" button in the main menu, click the mod you want to use once (It will highlight in blue) and then just go back and start a run.

Edit: There is no proper documentation for the traits. I do have a list for them in the game's Discord server but nothing easily accessible. If you want them, let me know and  I can send it your way or invite you to the discord server.

Deleted 159 days ago

I can look it up on the discord if that is okay.

Developer

Sure thing. I posted an updated Discord invite in the other comment. The descriptions are pinned in the #card-artisan channel.

(+1)

Time played:30 min
Not much to say since is quite a complex game and I can see already myself spending so many hours understanding the mechanics, same art cards are quite confusing. I would like a small window while editing the deck that tracks the number of spell vs minions and how many cards of each cost are in the deck to quickly overview my deck progress

Developer

Hey friend!

Thanks for your comment.

I understand the card art being confusing, unfortunately, it is kinda intrinsic to the project at this point.

Regarding the deck editor, having a stat window as you mentioned is quite a good idea! I do need to rework that interface, so including more info might be a great addition.

Submitted(+1)

Biggest thing I have to say is that death upon having no cards in the deck is really dumb, since you can encounter a mill deck that can summon back a mill card right away. The balancing needs a lot of work. Sometime an enemy will have a perfect starting deck where it's impossible to counter that early on. Then sometimes it plays nothing at all. Then there is the collecting cards mechanic. Instead of choosing right away, a pack of cards is sent to the inventory, then seeing what you get, and then choosing what is in the deck or not. Too much needed for a simple pick a card selection. This has a lot of potential, but the "death on no cards in deck" and how "adding cards to the deck after getting them from battle" are done now has negatively changed how the gameplay is done since the last time I played. I hope it's something that can be fixed with the balancing. 

Developer(+1)

Hey friend, thank you for your comment!

I understand that the mill mechanic can be a bit frustrating, however, it is a necessary evil since otherwise, players could craft perfect combo decks as small as their initial hand size and always have the perfect hand. If the player is concerned about mill effects, the best way to go is to either make sure to have an answer ready in the deck such as grave shuffle effects, or control tools, or alternatively just pad the deck with more cards which will reduce consistency but also reduce your susceptibility to mill effects.

The balancing does need more work, that's true. The fact that everything is random makes it quite difficult to balance, but I will keep trying to improve balance.

Regarding card packs going to the inventory, there are three reasons why I made it this way.

- Your luck at the time of opening the pack increases your chances of getting better cards, so you can save your packs until your luck is higher for potentially better pulls.

-The same is true even if your luck stays the same since how late in the dungeon you open the pack also improves how strong the pack is.

-Lastly, it is this way so you can go the entire run without opening packs as a challenge.

I understand if you don't agree with this being a good design choice, but at least I wanted to explain the logic behind them.

The one thing that has me confused is that you mentioned how these aspects have changed since the last time you played. I don't think these aspects have ever changed and have been like this

At any rate, I appreciate you playing and I will try your game this weekend! Cheers!

Submitted

It's been a long time, so I could have remembered how the older versions played a little. But 100% the balancing needs more work, since clicking play can lead to the first fight being a perfect mill deck where 2 cards are removed every turn, sometimes more if they get a better combo to restore discarded cards to mill, and then you can't fight back since you instantly lose when having no cards in the deck. I'd much rather have the discarded deck go back into the normal deck with a shuffle or what Hearthsone has with being able to actually fight back when at 0 cards, with losing HP for each turn with an empty deck.

Submitted(+1)

the "create random effect" power seems pretty OP. most of the effects are pretty good, so the enemy just wiped me out in a few turns by destroying two of my monster cards every turn without me being able to do anything about it.

once i saw an enemy card with no effect whatsoever. is it supposed to happen?

Developer(+1)

Hey fren!

The "Create random effect" can be quite strong. I'll keep in in mind and see if I can balance it a bit better.

Minions can have no effects, Spells must have at least one effect.