Controls:

Left Click - Click and drag to interact with UI and Cards

W,A,S,D - Quick time event buttons

Q - Camera Down

E - Camera Up

Shift - Snap Camera to Top

Ctrl - Snap Camera to Bottom


Overview:

Your deck will start the same each game, 1 Shuffle, 5 Vitality I and 5 Agility I. Your goal is to survive as long as you can. You accomplish this by summoning minions and defending against incoming enemies. 

Minions:

In order to summon minions, place a card on the glowing summoning area on your side of the field. The amount of minions that are summoned directly correspond to the rarity of the cards. All of the cards in your starting deck, except Shuffle, are rarity 1 and will summon one minion. 

Your Deck:

When a card is used to summon minions, that card will be removed from your deck. Instead of summoning minions, a cards main effect will be written in its description. These effects vary, but they all must be played onto the field in order to use that effect accordingly. Once a cards main effect is used, the card is placed into your discard pile. In order to get your cards of out the discard pile, you must use the Shuffle card to shuffle together discard pile back into your deck. A single Shuffle card will always be either in your deck or your hand. 

The Shop:

In order to get more cards, you must buy booster packs in the shop. You start with 10 gold, enough to buy a single common booster pack. To get more gold, defeat enemies on the field, or get your minions to the wall. There are 5 rarity of cards. The common booster contains rarity 1-3. The rare booster contains rarity 1-4. The epic booster contains rarity 1-5.

Combat:

When an ally and enemy minion encounter each other, a quick time event will appear above the ally in combat. As they sit there, your ally in combat will lose health. This will end when you complete the QTE, and your minion will continue toward the wall. If you do not complete the QTE before your ally's health hits 0, your minion will die and the enemy will continue toward your side of the field. Once your minion reaches the wall, it will immediately fall and grant you a large sum of gold.

Taking Damage:

Upon an enemy reaching your summoning zone, they will disappear. Once this happens a random, non-Shuffle card will be removed from your deck. If there are not any non-Shuffle cards in the deck, a random card will be removed from the discard pile. 

Game Over:

If you take damage with no non-Shuffle cards if your deck and your discard pile is empty, you will finally lose your Shuffle card, and the game will end.

Thanks for playing!

KNOWN BUGS:

The timer does not reset after a game over.

Combat engages during the enemy spawn animation.

Shop closing when gaining gold.

Card List:

Shuffle

Cannot be sacrificed for minions.

Shuffles the discard into the deck.

Vitality I

Increases maximum health of minions by 4.

Vitality II

Increases maximum health of minions by 8.

Vitality III

Increases maximum health of minions by 12.

Epic Vitality

Doubles the maximum health of minions.

Heal

Restores the health of all minions on the battlefield.

Agility I

Increases speed by 3.

Agility II

Increases speed by 6.

Agility III

Increases speed by 9.

Constitution I

Reduces combat complexity by 1.

Constitution II

Reduces combat complexity by 2.

Epic Constitution

Minions have a 50% chance to not reset combat on an invalid input.

Brothers In Arms

Minions share the same combat maneuvers against the wall.

Ranger

Class, replaces existing classes.

Minions engage enemies before the enemies enter a threatening range.

Fighter

Class, replaces existing classes.

Minions engage enemies in a wider area.

Bomber

Class, replaces existing classes.

Minions detonate upon death or reaching the wall, dealing wide damage.

Barbarian

Class, replaces existing classes.

Minions deal double damage against the wall.

Dervish

Class, replaces existing classes.

Minions charge forward, eliminating all enemies in their path.

Drunken

Movement, replaces existing movement.

Minions zigzag left and right.

Campfire

Minions in the campfire do not march forward.

Frenzy

Movement, replaces existing movement.

Minions wander slightly toward enemies.

Cunning Leap

Movement, replaces existing movement.

Minions avoid a single combat.

Pass Quietly

Movement, replaces existing movement.

Minions cannot engage enemies, heading straight for the wall.

Recruitment

Summons a minion in the middle of the battlefield.

Tarred

Affects enemies.

Enemies movement speed is halved.

Snared

Affects enemies.

Enemies cannot move.

Magnetic

Affects enemies.

Magnetic enemies draw nearby enemies and minions to them.

Cyclone

Affects enemies.

Pulls enemies into the center of the effect.

Aimless

Affects enemies.

Causes enemies to wander unpredictably.

Powder Keg

Affects enemies.

Enemies in the area of effect are killed.

Demoralized

Affects enemies.

Combat against the afflicted enemies is reduced by 1 complexity.

Conversion

Affects enemies.

Enemies in the area of effect become minions.

Warding Totem

Enemies cannot spawn while the totem is in effect.

Boulder

Creates an inconvenient barrier on the battlefield, slowing minion and enemy alike.

Sloped Terrain

Minions and enemies are drawn away from the center of the battlefield.

Download

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windows_v0.40.8.zip 49 MB
linux_v0.40.8.zip 46 MB

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