L and R to select cards and end turn button A to interact Tap B to toggle card inventory Hold B to straighten card to read text better Menu to toggle map Up and Down to move map and card inventory and select skip
Cards
Make sure to look out for the energy count on cards, certain glass cards may be 0 cost btw.
Card upgrades and types: wood; metal; glass
Metal: Has 2 uses (but can be used multiple times in battle)
Glass: Each card used only once per battle
Status Effects
All effects tick down 1 when the enemy turn ends
Weak decreases only your damage , but for enemies it decreases everything
Burn damages after enemy turn and damages shield before health
Poison damages through block at start of turn
Guide to symbols
Yellow circle means attack all enemies (doesn’t apply to heal/block as they should apply to summons which I need to implement)
When I was looking around for some bugs I found that when I go to open the card menu, and then start while it’s open, it doesn’t show all of my cards for the character I’m using.
Plus sometimes when I start it either:
Puts me straight into a battle
Puts me on the map
Asks me if I want to accept an artifact
Not sure if this was intentional or not but just wanted to bring that to your attention.
Wow! This is actually my first time playing Card Delver, and I am blown away. The game actually plays like one of the genre that inspired it, which is a huge achievement in makecode.
Question: is there supposed to be a floor 2? I think I saw some stuff in the code but couldnt access it in game.
Also, Im a game designer at heart so I started thinking:
Ideas (if you want them)
Maybe status effects should go down quicker? An ability with only 15 burn will probably be on a creature for the rest of the round.
Cards:
Goad card that makes the enemy attack you on their turn. would be great for spike builds when your just sitting there waiting to be hit.
Effect multiplier cards. +25% of the current burn would be so fun.
+2 mana card. (what is the resource called again?)
instant kill card which removes itself from your deck when used. (maybe doesn’t work for bosses.)
Ya this part is intentional, I just haven’t made a start yet so it kinda throws you into the game. The inventory should be a pretty simple boolean too. Let me know if you find any bugs that crash the simulator, those are the main concerns I have. For example, the play next and reroll cards have had a long history of breaking the game if you stack too many.
Floor 2 is actually supposed to be the gameplay you see here, I’ve planned a few floor 1 enemies based on the wood cards. Each floor is based on the card types.
Floor 1 for wood cards with fire and wood theme introducing Burn status effect
Floor 2 for glass cards with overgrown ruined greenhouse theme with Poison and Weak status effects and Summons (current floor)
Floor 3 for metal cards with a biomechanical theme with spike, burn and weak and lots of summons.
Status effects like burn and poison halving might be a good idea. Non damaging effects like weak and spike work better reducing by 1 though. Because the UI space is so limited, I tried to be as simple as possible with game mechanics so make it less confusing
try visiting alexk with a level 2 power card!
Hmm, well I kind of made glass cards suit this purpose, they are very powerful but can only be used once per battle. A better damage glass card could be added though