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
StatusPrototype
PlatformsHTML5
Rating
Rated 3.7 out of 5 stars
(7 total ratings)
AuthorsTreepie Games, DJinDev4
GenreStrategy, Card Game, Survival
Made withGodot
Tags2D, Deck Building, Incremental, Medieval, Pixel Art, Roguelike, Roguelite, Tower Defense
Average sessionAbout a half-hour
LanguagesEnglish
InputsKeyboard, Mouse, Touchscreen
AccessibilityOne button

Development log

Comments

Log in with itch.io to leave a comment.

I played the game for 5 minutes and got a game over even though my castle wasn't attacked once.

๐Ÿ‘๐Ÿ‘๐Ÿ‘๐Ÿ‘๐Ÿ‘๐Ÿ‘๐Ÿ‘๐Ÿ‘๐Ÿ‘๐Ÿ‘๐Ÿ‘๐Ÿ‘๐Ÿ‘๐Ÿ‘๐Ÿ‘

This is just a buggy worse version of stacklands

(+2)

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.

(+2)

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. 

(+1)

Cheers, glad it helped :)

(+2)

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

(+1)

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

(+2)

Not the same person, but when I gave my villager a sword, I couldn't move him and lost immediately.

(+2)

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!

(+1)

Hey, thanks, I'll be fixing that

(+2)

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.

(+1)

Thanks!

(+2)

jogo bem legal, parabens

(+1)

Obrigado