Card Quest
Welcome to Card Quest
Collect Cards, build your Deck, and go on Adventures! In this game you don't play against another player, or an AI. You play against the Level. The Level plays cards at certain turns. These cards are known beforehand so you can build the perfect deck to counter it!
You can also build your own levels to challenge your friends!
For more details you can read the "How To Play" page in-game.
View the source code on GitHub!
FAQ
How is this light themed?
It's not really. My planned light mechanic didn't turn out to be fun, so I scrapped it!
How is this an incremental?
Number go up.
Comments
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To be brutally honest, the balance on this is horrible. Everything except discard costs "action points", and many items need resources which take time to acquire--a LOT of time, since no matter how well your deck is put together, it's random chance for getting needed cards. Even though players have the advantage of seeing the cards the enemy will play, they still depend on random chance/luck that they cards will fall favorably. Less frustration just randomly rolling dice, "oops, you rolled less than a 7 on a six sider. You're dead."
A basic sword requires 2 wood. A wood resource card requires you get lucky enough to have them at the start. If you bought an axe upgrade at the start, you still have to use two action points to play the wood cards, and another four (two each) to harvest them. Again, if you get lucky, you start with the basic sword in first deal. And this is all if you get lucky-not skill or planning (unless you make a deck with only wood and basic swords, but then most levels will kill you without other support cards). But a basic sword only does two points of damage. Many enemies have armor that 2 points won't even scratch. So now you're trying to upgrade to yet a better weapon, while getting your butt beat.
More balance would give more options, such as reduced points needed to play and gather resources, or an option to start with at least a basic sword, or even make some enemies suffer the same "random luck" fate on some cards. Other possibilities are letting the player pick two or three of their starting cards, or having more to start with and a bigger hand, say starting with five (or six if they purchase the "boost" option to start) and a hand size of seven.
Perhaps even have difficulty levels: Easy might give even more, normal might be as I suggested, and hard as it is now.
As I have been teaching my nephew who I have been teaching how to program: No one wants to play a game where the programmer seems to want to just kill them outright (As Joshua said in "War Games", "A strange game; The only winning move is not to play.") or where the only "challenge" is "Skill? Forget skill! I hope I get lucky!"