Draw & Slay
About the Game
This is a prototype for an idle card-based RPG, loosely inspired by MineCards on Itch. The core gameplay is simple: draw a card, and your character acts based on its effect.
This is the first time I've taken a game this far in terms of completion. I’m not sure whether this demo has the potential to grow into a full game, so I’d love to hear your feedback!
Tips & Strategy
- Icons guide:
- ⬆️First icon – Buy new cards
- 📖Second icon – Upgrade character stats
- 🛠Third icon – Modify your deck (currently only allows card removal)
- 👾Fourth icon – Unlock new monsters
- First upgrade card is crucial—invest in it early.
- Early game tip: Buying multiple "Draw 3 Cards Immediately" skill cards can speed up progression.
- Skill cards (marked with a diamond icon) increase in price as you acquire more—plan your purchases wisely.
Published | 2 days ago |
Status | Prototype |
Platforms | HTML5 |
Rating | Rated 4.0 out of 5 stars (2 total ratings) |
Author | ChipsNova |
Genre | Card Game, Role Playing |
Made with | Unity |
Tags | Deck Building, Idle, Incremental, Prototype |
Development log
- Fixed a few urgent issues1 day ago
Comments
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Working again now, had to change enemies to get it started again. Not sure why it froze in the first place though
Some data saving would be nice where if I close the tab or refresh it, my data saves
Got it. That was an unexpected bug. Thanks for letting me know!
Overall a fun solid concept. Good job.
Before adding new content, recommend polishing the game-play loop, mechanics and balance. For example:
Most of the fundamentals are there. Game works, functional UI, decent SFX, card animations, upgrades, simple combat, etc. Music would be nice! Good music adds so much value for the effort.
I'd recommend adding some type of backpack or temp storage, where players can store unused cards they don't want deleted. Or the ability to enable/disable cards for free. Spending all that time upgrading a card, and having to delete it when wanting to switch up strategies or experiment is a pain.
Not a fan of being forced to use at least 1 basic attack card. Any card that deals damage should be allowed as last card. Even better, just make a fist or wooden sword card that is free. (Wanted to use shields only. Also the deal damage based on missing health as the only source of damage. Having health reset each battle is an issue; was going to remove all damage cards to get beaten up as much as possible then shred the enemy for 500 max? missing health x multiplier.
Possible cards or upgrade ideas to add:
Some type of challenge would be nice. Like having an enemy with:
High evasion or flying, requires some type of stun like from a mace or a dedicated anti-evade card like sticky goo that would normally be used to slow enemy attack speed.Joker/Dice/Coin, flip a cursed coin every 1-3 seconds. Heads, player takes all damage from every source including their own attacks. Tails, enemy takes all damage. Or to simplify it, who ever it lands on they don't get to attack. Use dice or coin that favours the enemy.Non-attack draw boost allows for insane damage bonuses. Seems like you are multiplying each status effect separately, need to add them all together before applying to base attack damage.
(1.5 is the same as 50% when we want multiply a value with a % | (50 / 100) + 1 = 1.5)
(260 = base damage) (1.5 * 12 = 18)
Currently you are adding bonus damage to player without resetting it. Causing bonus damage to stack infinitely! Like above where i have a deck of 1 attack cards, yet dealing 1800% damage.
In your code, make sure that when the bonus damage card is drawn. You reset the cooldown like you have, but also reset player bonus damage = bonus damage on card.
(Below code allows people to have a 120% bonus card for example, and a 15% bonus card but only keep the highest value if still active)
(OPTIONAL) This allows for the card to be drawn multiple times, yet stack bonus damage on top of each other as long as their timers don't run out.
Best of luck with the game.
Your feedback is so detailed that I’ll need to go through my design doc to fully process everything.
And thanks for pointing out the infinite stacking damage issue! Actually, each card object is used as a key, with its value storing the damage and duration. What I should have done is assign a new key to the card after it gets shuffled, instead of keeping its pre-shuffle key. That way, it wouldn’t keep refreshing the duration and stacking infinitely.
By the way, do you feel the long shuffle wait time is unnecessary? Some players have complained about it.
i will just point the basic stuff like
Add a speed button to speed game up
and also sound button
good luck on making the game a masterpiece
These basic stuff are actually important. Thanks!
fun fact:you can kind of softlock yourself out of the ability to remove/change cards:you initally start with 20 tools.didnt even know their purpose until late game after the final boss when I tried checking out other cards for fun.at some point I had a full deck again but only like 6 tool left.
Basically if I had used up all tools by removing cards and hadnt put at least one tool card in, there would be no way to get tools ever again.so I couldnt remove cards anymore and therefor would be stuck with the current deck.
wasnt an issue for me given how good I am (lol) but if I were to type to frequently change my deck I would hve early on encountered this problem.
just imagine it:
you have an attack and buffs only deck currently, already using the max possible capacity and got no tools.no problem for the moment. but once you get to the next enemy, your strength might be inadequad so you would like to change your dekc up.but guess what?
you cant cause no tools left from the previous card switches.unlucky you.if you didnt at least have a tool card in your belt (which we assume you dont) and you have no upgrade card either, then your strength cant grow, you also cant change to a growing strength kind of deck.yep, softlocked due to strength unable to increase anymore.
just saying, not an issue for me but thought of it here.
maybe make buying single tools at pretty high gold price, so it is at least possible to escape the softlock sooner or later.
Sorry about that! I forgot to mention that tools actually have a 5% drop rate when you have fewer than 10. Aside from letting players buy tools at a higher price, what do you think about boosting the drop rate or having some enemies specifically drop tools?
Well I kept playing til I maxed everything so I guess it's pretty good haha. Nice work!
Happy to hear that!
The game concept is pretty cool. However it felt pretty boring to me at current stage. I think mostly because of the lack of challenge. I have no reason to fight stronger monsters even if they drop more gold as it's pretty easy to obtain very strong cards at the beginning. You could unlock stronger cards with stronger monsters or you could introduce player level and experience. Every enemy can give you XP only to the certain player level.
I also don't like that shield resets on enemy death AND deck shuffle. I think you should keep one of these OR always shuffle deck after enemy death.
Powerful stuff should be unlocked progressively. Makes sense!
Very Nice game, very stable, well made.
Glad you think so! Let me know if you have more feedback
Upgrades should list how much more they add.
Special attacks should deal the damage they do +1 so you don't have to keep a basic attack if you don't want.
These changes will make the game much more convenient. Thanks!
Would love to see more polish and maybe scail the attacks based on characters stats, and give them a % of damage based on stats
Yeah. I’m also thinking about how to add more depth to the numbers