# Card Delver

**URL:** <https://forum.makecode.com/t/card-delver/41695>\
**Category:** Show & Tell\
**Tags:** game, make, demo, art, music\
**Created:** [January 24, 2026, 3:18am UTC](https://forum.makecode.com/t/card-delver/41695 "2026-01-24T03:18:28Z")\
**Posts on this page:** 1\
**Showing post:** 58

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**Author:** ![Luke](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.makecode.com/luke/32/32519_2.png) [@Luke](https://forum.makecode.com/u/Luke)\
**Post date:** [May 16, 2026, 4:36am UTC](https://forum.makecode.com/t/card-delver/41695/58 "2026-05-16T04:36:00Z")

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> [@TheEarth](#):
>
> how have you kept motivation going is it by using goal or other means, if so what was the strategy?

er, well I kind of didn’t work on the project for extended periods of time so I wasn’t really that motivated. What motivated me more recently was the new ability to copy code between projects which made it much easier to code larger and more tedious things into the game by using seperate projects

> [@TheEarth](#):
>
> This game has phenomenal art how long did it take and did you use another platform to transfer the game to like Aesprite?

I use @YuHayate’s website [https://yu-hayate.github.io/Makecode-Yu-Hayate-Dithering/](https://yu-hayate.github.io/Makecode-Yu-Hayate-Dithering/) to transfer my assets from Aseprite. (all the assets except the enemies and the title screen were made in makecode, as the project used to run smooth enough to allow me to use the editor)

> [@TheEarth](#):
>
> Why choose Slay The Spire as your inspo and why a deck builder roguelike, is it because of the lack of the aforementioned genre on makecode or is there another reason?

Card Delver was actually inspired by [Arcade Advanced Stream #229 - Card Game pt 2](https://forum.makecode.com/t/arcade-advanced-stream-229-card-game-pt-2/7088), I really wanted to make a full fledged version of it. I was also big into other roguelikes such as Slay the Spire and Wildfrost as well as other card games like Balatro (i stole the idea of glass cards from them)

> [@TheEarth](#):
>
> About this game why did it take so long was it editor lag, lack of motivation, or figuring out how to use new extensions which would be critical for the game?

mostly just the first 2, as the project size increased the lag got so much worse. Learning how to use new extensions isn’t really a problem anymore since i’ve been using the “new extensions” for years now. Back to the lag, I used to get 5 seconds PER frame, i’m glad that the editor has been improved since but i still get terrible performance. As well as the lag, whenever my code would just be wiped or the game just randomly reloads wasting 5 minutes I would just lose the will to work on the project.

I guess the major issue was scope creep - I planned out so much to do that it seemed insurmountable and I would never finish the game. Only when i cut back and decided to release a more bare bones version then I realised that it was already in a good state.

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