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AlSoKnown

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A member registered 71 days ago · View creator page →

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Thank you, that is similar to my thoughts.
Interestingly, after reading https://blog.roguetemple.com/what-is-a-traditional-roguelike/ it seems that the only missing element is perma-death/no saves, which is the easiest thing to "add" during the jam by simply not implementing save/load :)

I can't even look at the version, but download page said it is Version 15.24.0

Exception 0xc0000005 0x8 0x0 0x0

PC=0x0

runtime.asmstdcall(0x3c0300060009)

    C:/Go/src/runtime/sys_windows_amd64.s:76 +0x89 fp=0x30f640 sp=0x30f620 pc=0x1440769

To clarify, I do NOT intend to submit this specific game, since it is already developed, but I have some ideas in the genre for maybe next year, and want to double-check. Here is a link: https://alsoknown.itch.io/way-to-crown



Way to Crown
(2 edits)


Play here: https://alsoknown.itch.io/way-to-crown

I am building a free browser deck-builder, with the goal to approximate old classic roguelike feeling by sacrificing fancy visuals in favor of more varied and rich gameplay.

Currently game has 300+ cards, 160+ items, 130+ monsters, 110+ quests, 9 heroes, 25+ achievements.

Few design points:

The UI is influenced by browser-based idle games,  packing as much information as possible while staying clean and clear. All graphics are static sprites, most animations are intended to give visual feedback, not for artistic value.

Basic game loop is very simple, but there are lots of mechanics and interactions, and complexity grows rapidly. This game is intended for experienced players, who might prefer to focus on deep and challenging gameplay with minimal visual distractions.

All resources are permanent during entire game -- your life, mana, etc do not replenish automatically neither at the end of turn nor at the end of battle. This makes every decision more consequential -- even killing the first small rat inefficiently might decrease your chances for entire run.

Cards stay in hand at the end of turn, but hand size is limited. This makes hand and draw/discard manipulation more nuanced.

Game balance is built around breaking the game :) There are multitudes of overpowered synergies and combinations of every kind -- infinite attacks, exponential poisoning, stacking debuffs to one-shot bosses, infinite gold grinding, even 'time manipulation' combos which allow you to play your entire deck with one card. And I hope there are more I did not anticipate myself.

The points is: game-breaking in roguelikes is a great source of fun, so long as the method is different every time. So I balance overpowered things by adding even more of those :) Of course. game-breaking should not be free: player has to plan ahead and take risks to assemble the desired combination (or stumble at it randomly, which is also lots of fun).

There are no restrictions across characters -- any hero can play any card. This also influences balance -- inspired by action roguelikes, especially Brotato. The more options you have, the less likely you will find the exact card you aimed for, which forces player to adapt and use more diverse set of builds. I am unable to remember card-builder with similar idea -- please tell me if you know one!

All rogue-lite elements are completely optional -- there is 'Unlock all content' checkbox in the settings, allowing you to switch between 'play to unlock' and 'true rogue like' modes at any time.


The game is overall quite hard, definitely not intended for beginners in this genre. At the default difficulty, my win rate is about 50%, and I have not yet managed to win once with all difficulty settings turned on.

So, your feedback is very welcome, both on the principles above and the game itself.

(2 edits)

Suggest new features you would like to see, as well as new card / item / monster / quest / hero ideas.

Way To Crown community · Created a new topic Bug reports

If you see a bug, please report it here.

If possible, attach a screenshot and/or your latest save-file (usually that is an auto-save).