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new update 0.3 (March 16):  Reworked the card movement. Let me know what you think. thank you! For more info see the devlog

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Cardmare: Descent is a tiny push-your-luck, deck-building, turn-based roguelite

Grab as much gold as you can and spend it to build a powerfull deck, while trying to decent to the deepest chamber. But don't forget to balance your attack and gold, because one alone won't help you survive..

Controls: mouse only

Cardmare: Descent is in early development. Feedback is highly appreciated.




Updated 5 days ago
StatusIn development
PlatformsHTML5, Windows
Rating
Rated 4.9 out of 5 stars
(18 total ratings)
Authorhugin
GenreCard Game
Made withGameMaker
TagsDeck Building, Fantasy, Indie, Pixel Art, Roguelike, Roguelite, Singleplayer, Turn-based
Average sessionA few minutes
LanguagesEnglish
InputsMouse
ContentNo generative AI was used

Download

Download
CardmareDescent.exe 106 MB

Development log

Comments

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Viewing most recent comments 1 to 40 of 51 · Next page · Last page

Game crashes every time at Asc.2, against the skeleton warlock when I start the round. (I have all special cards in hand, and the ability to draw 3 cards from the get-go)
bug

(+1)

not good. Thanks for the bug report, that helps a lot

(1 edit)

I see. I have the upgrade Hammer relic and it can't upgrade anything, so it errors.

(+1)

haha yes I totally forgot to implement something in case no upgradeable cards are in hand

Fun, seemingly simple game. Just completed 1st Ascension @ lvl 4. Now realizing that the "free use" cards are always the way to go. No matter what I did, I couldn't win unless I abused them.

(+2)

Hi Kosstick, thanks for your feedback. I‘m working on a big balancing patch right now, which will address this issue. But yeah at the moment these free cards are way to powerfull.

Spoiler alarm: the smith upgrade card will become more usefull too ;)

(+1)

I think the change with the slash card is broken now. Before it used to draw a card, then pick one to discard. Now it makes you discard first. If you don't have any cards left in your hand when you play slash, it just hangs there waiting for you to select a card that doesn't exist.

ah, totally missed that one. Thanks for reporting

(+1)

Really minor UI detail: when an enemy kills you, the sound of them hitting you should play as the screen-wipe starts, not just the big musical sting.

fixed for next update, thanks. Every minor detail matters ;)

the movement of the cards in hand is so much better!!! that was the perfect solution to the problem

Thanks for the feedback, glad you like it! Quite happy how it turned out

(1 edit)

Nice update! Some thoughts:

- There's a bug. "Slash" triggers all the "start of turn" relics it seems. 

- Ascension 10 feels impossible now (might be skilll issue).

- The -2 draw on turn 1 feels like a serious debuff. (In a weird way it is a buff for Innate + Hammer though)

- Card play mechanic is really nice. To be honest, it doesn't feel like that should be the current focus of the game. I get why you want to improve it, but better "game content" would improve the game so much more. I'm was more looking forward to playing another character than this improved mechanic. Either way, nice job!

hey, thank you so much for your feedback. Yeah trust me I'm really looking forward to adding more content, but this was an important update for me as I have a good foundation now.

Congrats on reaching Ascension 10 so fast btw. But yes, difficulty here could be a little too high. Definitely need to readjust..

thanks for the bugreport, hope I can fix it already tomorrow

Oh, I just pressed the "unlock all" button :-) But I did manage to complete ascension 9 after a while. 

But the "lose 1 heart" is reallly punishing. It's one turn less per battle to upgrade, one turn less to earn coins and one turn less to kill the enemy at the same time.

:-) fair enough.  I think i will leave it for now (as there is no ascension 11 yet anyway) but i’ll get back to it later

(+1)

I'M RICH! so the cards that cost 0 and draw 1 can loop forever if you have a small enough deck! I'm not sure what I'd do if I wanted to fix this… Maybe prevent the deck from being reshuffled in too many times per turn? i honestly don't know

(+2)

:) if only it was so easy in real life..

I'm not sure yet, too. It kind of breaks the game, but on the other hand its really satisfying pulling this of.

Will monitor if its still doable when I increase the cardpool

(+1)

Generally speaking, I would argue that good games have possibilities like this, but balance them so that they’re not so easy that they become a dominant strategy. Right now, they’re a dominant strategy.

yep, thats a good take

(+1)

I don't understand how the card ~focus~ works. I took it at the final stage, and it screwed me over. It did nothing even when i had only my starting attack cards in hand. (was about to win i'm salty lol) Overall really cool game!! Idk if it's just me but the early/mid game is much harder than the late game imo

(+1)

hi, thanks for your feedback! I'm in the final stages of the next update & happy to tell you that the "focus" card has been completely reworked. Sorry about that ;)

You raise a good point here about the difficulty. I think it has to do with the artifacts and their snowball effect & will address this in one of the next updates!

providence is against me lol (figured i'd let you know)

(1 edit)

Not a fan of the saving at the beginning of every turn dynamic - feels like ironman mode, and I'm trying to enjoy the game not make perfect moves.

The game is very unforgiving as it is, pair that on top with no rng reroll and it is painful.

hi, thanks for the feedback, that's a very good point and I'm happy to adjust.

There are a couple of options I could implement, would love to hear everybody's opinion!

1) go back to previous save system & add a new hardcore mode with the new system (maybe even without the perks)

2) add a once per run "restart the fight" option like the freeze card

3) leave as it is & somehow adjust difficulty/RNG

4) add a perk that lets you restart the fight at any time

(+1)

If you want the most creative option that lets you build on top over time, #1 is the way to go.

#2, runs into the same issue as outlined previously, just one less time.

#3, would dilute the game if you made it easier.

#4 is also a viable option, but would still be brutal for new players unless you mean having it from the get go.

yep, we‘re on the same page. Will implement #1. Next update coming somewhere early next week

(+1)

I very strongly disagree with the idea of being able to reset the fight if you make a mistake (why even play games?), but if you want to add it back in I'd suggest making that the option in the settings menu that people can turn on if they want, and making "hardcore" (normal) mode the default.

Hey, thank you for tuning in again. This is perfect feedback, hearing different opinions. My current plan is as follows:

Default setting options: ‚unforgiving‘ (game saves every turn) if you uncheck game saves at the start of fight only. ‚Unforgiving‘ -> get a ,flawless victory‘ badge at the end of the run.

Hardcore mode: unforgiving+no perks (just wanna see if players like this mode at all and if its even possible)

Hope everyone likes this approach, as it gives me a lot of flexibility and options for achievements later on

I think that’s a great solution! Hardcore mode sounds challenging :D

That sounds ideal.

Relatedly, eventually you might want an “endless” mode (which makes it very clear you’ve won and you can stop at any time).

Also, if you could disable selecting a card while the card display is moving, that'd stop my stupid mistakes :-)

yeah i‘m totally aware of the misclicks (happens to me too) and i think i finally found a good solution. Stay tuned for the update early next week.

Would be good to have a high score or something so I can see if I'm improving. Great game though!

thank you! Yes that would make a cool feature

(-1)

Beat the final boss with zero health loss without looping:

image.png

Victory on Ascension 6! Pretty happy with how the deck turned out.

image.png

A couple of ideas for higher ascensions and higher bonuses:

  • Ascension: All enemies gain 1 block on every turn.
  • You could add one more card to the normal shop, and then have an Ascension that removes one card from the shop. This also means players get to see more things early on.
  • Ascension: The starting curse no longer exhausts when played.
  • Ascension (possibly a last ascension): One less starting HP.
  • Bonus: gain one random common relic. (You’d want to divide the relics into at least common/rare for this.)
  • Bonus: one extra freeze per game.

great ideas!

Sometimes restoring a saved game results in an empty hand and only an “end turn” button:

image.png

Probably caused by the new save system, i‘ll fix that, thanks

Ascension bug still exists in 0.2.2; I played a game on Ascension 6, lost, and when I went to start again, there were no ascensions unlocked.

oh no, this big haunts me. But i just got an idea what might cause it..

Thank you for a really fun game; I’m enjoying playing it, and playtesting it.

thank you so much for your support!

On mobile, with a lot of cards in hand, with the cards partially overlapping, if I touch in just the right spot it’s possible to play two cards at once.

(4 edits)

Got that while playing a series of the zero-cost two-gold or two-damage cards. Nothing out of the ordinary.

Once I got that, refreshing the page and trying to restart the game had it stay on the screen that says “Running…” forever and never start. Eventually that stopped happening, but it happened several times in a row after getting the crash.

Just confirmed that I can reliably reproduce the same crash by playing the zero-cost two-gold and zero-cost two-damage cards in a loop. And afterwards, refreshing has the same result: stuck on the “Running…” screen.

I just confirmed that if I play the cards slowly, waiting for each one to disappear before I play the next, the error never occurs. Your testing needs to include playing cards as fast as you can click/touch. :)

i tried :) good to know, thanks!

The biggest problem might be that i edit and test the windows standalone version and in the final step compile for the web version. Think i need to change my whole testing approach

Awesome game! Love it! Want more!

BUG:
on playing the card that adds "retain" to another card I've got this error:


___________________________________________

############################################################################################

ERROR in action number 1

of Alarm Event for alarm 2 for object obj_card:

Variable obj_ghostcard.retain(100081, -2147483648) not set before reading it.

at gml_Script_gc_fadeToBlack

############################################################################################

gml_Script_gc_fadeToBlack (line -1)

gml_Script_scr_resolveCard

gml_Object_obj_card_Alarm_2

NOTE:

couple of times I've clicked the wrong card because another one got discarded and all the cards in hand moved to cover empty space, maybe they shouldn't and as long as I have cursor over the hand area they should not? IDK, just a player opinion; what do I know. Best of luck with the development; this is an amazing project already!

hi, thank you so much! Damn ok i know where i made the mistake, will be fixed next week!

Your feedback is very welcome. I‘m not yet fully satisfied with the card movement, too. Do you think the card disappearing effect was a step in the right direction?

I do like your idea, but when the player draws cards during the turn, i do need some card movement at latest.. 

(4 edits)

I‘m not yet fully satisfied with the card movement, too. Do you think the card disappearing effect was a step in the right direction?

EDIT: originally wrote a comment that mischaracterized the animations, rewrote it.

The feeling as the cards fly into the enemy before going to the discard feels good.

The way they get drawn and discarded feels good.

The “phantom card” in the hand that dissolves while the real card moves feels wrong, compared to many other games I’ve played with hands of cards. The fact that it’s a distinct object, while the card itself flies off, feels off compared to everything being based of the card itself.

Valid point, thanks for the feedback

(1 edit)

IDK really. 

As long as I don't misclick I'd be happy.

Maybe the phantom shouldn't occupy space (just shove it underneath) or maybe the cards should be unclickable sometimes (this also could be frustrating... not sure).

Gotta try the options; gotta ask community here for feedback; either case you're on the right track.

I haven't play before so it's difficult for me to comment about the change.

I like the phantom visually though!


thanks, yes i will try out a few other options in the next days/weeks

image.png

Beat Ascension 1, got “Ascension 1 unlocked” again, no Ascension 2. :(

(+1)

that‘s by far the strangest bug.. but i will find it ;)

Nit: if a card like the Chest can’t draw two cards (because there aren’t two cards in the discard), you shouldn’t get gold from Ingot for cards you don’t actually draw.

good catch

You may want to display the relics in a couple of rows, or otherwise consider ways of displaying relics that don’t overlap with the gold display:

image.png

(+1)

Absolutely, I didn‘t expect someone to fill the whole row :)

(1 edit) (+1)

Successfully accomplished the infinite loop:

image.png

Removed enough cards, got some card draw, and had a couple of Hemorrhage cards. Now I can have one card draw the other, and keep playing them indefinitely. Kills every enemy no matter how much health, and since I have the Ingot, I get one gold every time I draw a card, so I can also get arbitrarily large amounts of gold.

This is awesome; thank you for having a delightful set of game mechanics. ❤️

(1 edit)

Before (entire deck in hand):

image.png

After:

image.png

Final boss, zero damage, first-turn kill.

image.png

(This only unlocked Ascension 1, because of the bug mentioned in https://itch.io/post/15621563 .)

haha awesome! I have to try this too

Bug: if you click fast enough, you can play two “Hemorrhage” cards, and they both go to the discard but they don’t both take effect; only one card gets drawn.

thanks

(1 edit)

Bug: playing against the skeleton enemy, had the one starting defense, played a card to get a second shield, enemy swung for 1 damage, but that deleted both shields.

Confirmed in a second battle: the animation of the shield breaking up plays for the rightmost shield, then the left shield just disappears.

hmm actually it works as intendent, but I never descripted it properly. Will add this. Player shield only lasts for one turn, otherwise the shield card would be a little overpowered..

Ah. Similar to block in slay the spire? That makes sense; I just didn’t expect it because the shield card costs two energy and also exhausts, which made me expect that it would be a very powerful effect.

Just realized that enemy shield doesn’t seem to work that way: if an enemy has shields, and you don’t attack, the shield remains next turn.

you‘re right, that doesn‘t make sense this way

(2 edits)

Just discovered a serious bug: I went back and played a game without any of the Ascensions available, then abandoned it mid-game (using the “Abandon” option on the main menu) and played another (not sure if that’s required to trigger the bug), and then after that game ended in death, the character selection screen no longer offers Ascension 1 and 2 that I’d previously earned.

It may be relevant that I gained a level from that run.

(+1)

Ah very good, thank you! There is a bug with the ascensions that I couldn’t reproduce yet. That helps!

(2 edits)

Beat the last boss without losing any health:

image.png

image.png

Haha nice! Maybe I'll add this an achievement at some point

Managed it once again, and this time I almost managed to achieve a loop of zero-cost cards that do damage or gain gold.

image.png

Need to remove a few more cards for that. If I can ever get “remove Exhaust from a card” with the card that removes one card from the deck and exhausts, that’ll be easy; otherwise it’ll take a few more removals at every opportunity. But I think if I can get a deck smaller than 10 cards (not counting cards that exhaust such as those that gain more energy, and not counting the cantrips themselves that are free and draw more cards), I can loop playing as many gold-gaining cards as I have until I have however much gold I want, and then play as many damage cards as I need to, to win each fight on the first turn.

Looking forward to pulling that off.

I’ve hit a bug several times where the “end turn” button is grayed out and can’t be activated, so the game is softlocked.

I think it happens when you pick a card (specially upgrade) too fast at the beginning of combat

(+1)

yeah sorry about that, thought i had fixed this. Will be fixed with the next update (finally)

All of you are playing way faster than I expected :)

The technically inclined amongst us might be interested to hear the details of how a bug like that happens, if you don’t mind sharing. ❤️

(+1)

haha yes sure! I‘ll keep you informed as soon as i‘ve solved the issue

I think I figured out how to reproduce the problem. Click the upgrade card, then quickly click the card you want to upgrade while the upgrade card is not yet in the discard, then click the upgraded card to play it while things are still moving to the discard. That seems to reliably make the end-turn button stay disabled.

(+1)

perfect, thank you! Will be fixed in the next update

so the bug I found was related to discarding a card at the start of the turn (glove or enemy attack) which then could override the "start turn" animation. Resulting in not starting the turn properly. Hope it's solved now. Next update this week

Truly a card draw for the ages.

Heya, this game is really great! I've been playing all week, I think you're onto something pretty special. I've got a bunch of notes, seems a bit long for an itch comment - is there somewhere else to send feedback?

oh no, so close :-)

Thank you very much! You can contact me at: hugin-dev@posteo.de

rad, thanks! Just sent an email :)

This is so much fun! Can't wait for more!

Thank you, more coming soon!

Having fun playing so far.  Issue with pickpocket card.  If I play the card too quickly at the start of the round, before the round banner comes up, it gets used but doesn't do what it's supposed to do.  

Glad you enjoyed the game and thanks for your report!

(+1)

The blood diamond item doesn't seem to work.  I got it to use with inferno but when I tried to use the card it still cost 3 energy.

thank you

(1 edit)

Great game! The gameplay loop is a blast and definitely has a lot of potential. It would be cool if there were more variety in actions, especially with enemies—like debuffs, or abilities or something along those lines. But given that this is still early in development, I had a lot of fun. I'm really looking forward to seeing the more fleshed-out version of this later on.

hi, thank you so much for your comment and for checking out my game. You‘re absolutely right, more variation is needed and coming soon..

I keep looping on the boss even after i beat him.

that‘s quite strange.. does the game restart the level (at full health)? Or repeating the last turn? Thx for your help

(2 edits)

restart at full at that level even after all the tick marks are checked.

I do remember that when i was making character selection, and even now if i try to start a new game, i don't have the arrow to downgrade to ascension 0, just permanently locked to 1.

strange indeed, that should not happen. Thanks for your help, i‘ll investigate..

The loop is fantastic, progression feels really good, and the upgrades feel fun! well done! one more run! Excited for full release. Honestly one of my top games I've played in the last year.

Wow, thank you so much!

Also, the perks of upgrade a coin or attack - honestly they're pretty much unpickable because they can target any card as opposed to the highest card.

hmm you‘re right, i rarely pick them..

upgrade card is genuinely the worst card in the game it feels like, needs a buff - either exhaust or retain or something.

Try upgrading the same card in while and thin your deck, upgrade is actually kind of good

It tends to fall off though by the time you get to mid-game if not earlier. The only time I see to want to use it is when I don't have any coin cards in my hand and I have an overkill situation.

(+1)

sreenshot functionality is nice

Also, nice it shows the energy bugs with the cards. Both my 20 coin and 25 damage cards cost 0 energy somewhere during the run - which, nice, but whut?

yes, this is super helpfull for me

(1 edit)

don't take this the wrong way but, i preferred some of the old monster artwork

(+1)

Are you perhaps saving them for an act 2?

no worries, the old monster sprites are awesome. Bit i switched to these here because of their animations. A card game is already static enough

Did you mean for it to say new char unlocked? Cuz it is still locked.

(+1)

yeah the new character will be ready for the next update. Unlock mechanism is already in place so I don‘t break any saves with the new update

oh lol. I deleted my data to exp new stuff from the start

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