I've been working on the game mechanics, I've added the player's hand (at the bottom). You can now drag cards from the hand to the board, press End Turn on the right to resolve the fight. I've also settled on the engine I use, I use Haskell's miso. This allows to have excellent browser support (check out how the text looks much better in this screenshot compared to the previous state). On one hand it made me drop desktop support but on the other hand I'll be able to do a multiplayer mode.
Next up
My in-development cards game now has its own webpage on itch: https://hgames.itch.io/pixel-card-wars I think I'll ultimately post it on GameJolt, but devlog will only be on itch. Please follow it here!
I'm adding skills as reward for beating dungeons #roguelike #indiedev #gamedev#screenshotsaturday #codesource. That’s part of the progression of the player, together with better items. There's a lot of them but it's quite easy to implement.
Connecting levels: adding the world view 🗺️
I've added a new procedurally generated room: the wizard office #gamedev #indiedev #pixelart #screenshotsaturday #roguelike Beware not to touch its belongings!
During the last week, I've added traps. They can either be initially visible (early levels) or be noticed randomly when you walk by (later levels). Hope you'll like them!
Juiced combat
Pixel Card Wars: How gamedev proceeds (hand design)
Back to indie dev...
Pixel Card Wars: new cards: spells and items
I've revamped #monsters descriptions in my #roguelike. No more sentences, only tables :-) #indiedev #gamedev #screenshotsaturday #pixelart I'll be easier to internationalize. Hope you like them!
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