
RogueStacks
Roguestacks
A resource-gathering Tower Defense, Roguelite and an Active Incremental, with card-based gameplay set in medieval times. Collect coins to upgrade your villagers and unlock new cards that generate even more coins.
Features:
- Card-Based Strategy: Build and customize your camp with a variety of cards, each representing buildings, villagers, or consumables.
- Procedurally Generated Packs: Each pack gives random cards.
- Medieval Setting: tiny and cute medieval world brought to life with 2D pixel art.
- Upgrade System: Collect coins from defeated enemies to upgrade the camp, unlocking new cards.
- Survival Elements: Manage resources carefully as you fend off increasingly difficult waves, balancing defense with pseudo-strategic card play.
Gameplay:
You start with a basic deck and a castle. Between waves, you can use collected coins to purchase new cards or upgrade existing ones.
Made with:
Godot Engine
Controls:
- Mouse: Click to open packs, hold to drag 'n drop cards or move the camera. Mouse wheel to zoom in and out.
- Keyboard: WASD to move the camera
Updated | 5 hours ago |
Published | 2 days ago |
Status | Prototype |
Platforms | HTML5 |
Rating | Rated 3.7 out of 5 stars (7 total ratings) |
Authors | Treepie Games, DJinDev4 |
Genre | Strategy, Card Game, Survival |
Made with | Godot |
Tags | 2D, Deck Building, Incremental, Medieval, Pixel Art, Roguelike, Roguelite, Tower Defense |
Average session | About a half-hour |
Languages | English |
Inputs | Keyboard, Mouse, Touchscreen |
Accessibility | One button |
Development log
- Version 1.6.57 hours ago
- Version 1.6.48 hours ago
- Version 1.6.315 hours ago
- Version 1.6.21 day ago
- Version 1.6.11 day ago
Comments
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I played the game for 5 minutes and got a game over even though my castle wasn't attacked once.
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This is just a buggy worse version of stacklands
Hey there! My name is Ichit. I've done some QA for games like The Sims and Gears of War!
I played the game for an hour and wrote up a small report with some feedback.
Feel free to reach out to me if you want further testing on this product or any other products!
Feedback:
- Overall I really like the uniqueness of the game. I haven't played games like this before!
- The music of the game is very ambient and relaxing.
- At the beginning I didn't know I had any actions to do besides move around the animal card.
- I like the concept of this game I feel like it has alot of strategy involved
- I like the day night cycles. It helps change the mood of the game.
- I like the card interactions, it makes the game feel alive and feels like there's lots of different and interesting tasks to do
- Just a note -- most card games usually do attack stat left, defense stat right (i.e. MtG, hearthstone)
- Curious why the first villager has a crown compared to other villagers
- Sometimes when clicking a card or card pack I pan by accident
- A couple of times I accidentally bought a card pack when trying to pan around.
Bugs:
- The hitbox on the villager is hard to hit when villager is currently interacting with another card. It seems to only allow me to click the bottom half. Earlier I thought I wasn't able to move my villager to attack the monster
- Health value is offset on the card preview (i.e. Villagers 22 health you can see is not centered)
- It's hard to see the card icons on the card preview at night
- Card values are hard to read when zoomed out
- Not sure what happened. But late in the game my crowned villager was really hard to interact with. Even when I eventually was able to pick it up and placed the it on the enemy, it didnt attack.
- Sometimes when my villager was interacting with a card, they'd start moving top left suddenly. It was hard to reproduce, happened once in a while.
Suggestions:
- I had an idea of maybe you can get villagers with special abilities or maybe they eat a special fruit to give them powers.
--> Flash - allows villagers to teleport from one place to another
--> Double strike - first time a villager attacks in a fight, they hit twice
--> Tactical retreat - Villager can run away and get available food if near death
--> Bow - allows villagers to attack from range, but this villager will not auto attack nearby enemies.
- Could add a bit of tutorial. Was very lost at the beginning.
--> Some tutorial ideas:
-----> Click booster pack to buy one. Open the packs
-----> Tell player to drag villager onto resource and feed him some food, then assume player can figure other things out.
- I think for the pack store it'd be nice if the booster pack changes color when it is purchaseable.
- Would be awesome to get more packs to choose from, or the ability to upgrade the pack store.
- Would be cool to know what each pack entails so the player gets more info from what pack over the other.
- Would be good to be able to drag villager on food to eat, seeing as you drag villager on to other resources to interact
- When dragging cards, if you could provide info if you can interact with the card, it might help new players a bit. for example. I didn't know I couldnt drag player on food, but if you mention that food needs to be dragged on a villager when held, it may help!
- I think cards that are immovable should have a different styling or a lock icon when hovered so player knows they can't be moved (i.e. like the castle / enemy)
- A hotkey to go to your villagers or certain resources could be helpful
- A sound when cards spawn in without players interactions could provide players a bit of a warning in case enemies come in
- Could be good to switch cursor icon when hovering over a purchaseable pack (much like when you hover over the cards)
- Would be great if I can drag groups of cards and move them
- I think more info on what happens after the time elapse progress bar has finished would be good. I am unsure what it means besides switching to day time
- Might be good to have an alarm when the players castle is getting attacked
- Could be neat to get tools or structure that allow you to process unwanted resources. For example once I got biomes. I chose those over the tree resources as I didn't have to micro manage my villagers. So I'd rather throw those resources away or sell them instead.
Very interesting, you are a very good person and your feedback is very informative
The villager has a crown because he is the king, there'll be consequences for when he gets killed in the future. But for now he only has a little bit of more health.
I'll be using some of your ideas for the next version, some of them I had from the start too, but they get lost in the middle of all the features that have to be added.
Cheers, glad it helped :)
Yeah, lacks of automation, lot of glitches, especially villagers being locked with a food or weapon until the game decide it's ok,
Animals never dropped me any food
Hey, first, thank you for the feedback. Can you clarify on the bug of the villager being locked, you mean the cooldown progressbar not working? Thanks
Not the same person, but when I gave my villager a sword, I couldn't move him and lost immediately.
found a few glitches:
- When cards interact with each other, they have a chance of drifting to the right without interaction (it happens a lot when villagers switch to a new resource in the stack)
- If a villager fights a monster while being spawned, it will not align properly and will stay skewed even if you give it gear
- If a tool spawns on a villager, it will not move from it, and it will not apply the tool to the villager (if you make the villager farm resources, the tool will be able to move again)
- Animals can spawn in the small gaps between cards (this usually ends up triggering the first glitch)
I hope this helps!
Hey, thanks, I'll be fixing that
A bit short for now but very nice. :) When you start to have a lot of card it becomes a bit hard to handle all of them.
Thanks!
jogo bem legal, parabens
Obrigado