Dungeons of Taradith by DrunkardWolf
As you enter the mysterious dungeons below the wrecked city of Taradith, you sense death in the cold air. You find yourself in a large maze of rooms. In the centre of the first room is a large altar. It demands blood for riches.
Dungeons of Taradith is a fast-paced card combat game. Each room has 3 stages, the first and last being battle stages. The middle stage is the store stage, in which players can buy cards by sacraficing their life points, or can sacrafice a random card from their deck to gain 4 life points back.



-- IMPORTANT -- Please do not play the game in edge, as for some unknown reason the cursor is invisible. Use Chrome/Firefox etc.
| HTML5 (web) | https://drunkardwolf.itch.io/dungeonsoftaradith |
| Original URL | https://ldjam.com/events/ludum-dare/44/dungeons-of-taradith |
Ratings
| Given | 74🗳️ | 4🗨️ |
A few feedbacks:
- "Sacrifice" (should not be "sacrafice")
- Our current card pool is unclear, I kept track mentally of my bought games, but as I used cards, I'm not sure when I can redraw them (I guess after the shopping phase?)
- and I don't really understand the coloring line (I think there are 3 phases, but I'm not really sure)
- you explain it in your description, but while playing it feels more like "2 ennemies and then shopping"
- the burn is a nice touch, but I only guessed what it did: 1 dmg/turn ?
- the "play turn" button was cropped on my screen
- you might want to tune down your itch.io frame size ? on my screen I had to scroll, it's not very comfortable so I played in full screen (which was ok :v:).
- you might want to opt out of Audio as there is no sound, *and maybe humor ?* (as it's a pretty "serious" (tactical) game (I didn't see hidden jokes ?))
Theme is respected :thumbsup:
I got to a point where I always started with these 4 cards :laughing: I like the game, it looks very well polished. There's just missing variety in cards and, more importantly, enemies.
Here are my thoughts:
- It starts to get repetitive from the 5th round as (for me at least) the only enemy was a goblin with 5hp, Variety in Enemy's may help
- The bar in the middle is a nice touch but feels like it should have a purpose other than decoration.
- The text explaining what the health and how to play is very small and hard to read.
Great Job!
Check out my game: https://ldjam.com/events/ludum-dare/44/infernum
As an aspiring board game designer, I like seeing how others design their card games. From what I can tell, you're inspired by the deck-building genre, is that correct?
The game has a ton of potential if it saw expansion down the line. As it stands, it has a pretty fundamental issue: It's easily solvable. The main mechanic of building a deck is rendered pointless when you're given free reign to basically trim your deck down to an unstoppable engine of destruction like I did (screenshot included). This implies an issue with balance, which could actually be addressed by removing the ability to sacrifice cards. An alternative way to deal with this is to find a way to bog down the player deck as they progress, like say with useless "injury" cards. One of the ways Dominion (one of the founders of the deck-building genre) addresses the issue of runaway engine building is by adding useless cards to the player's deck, like "curse" or victory point cards. Could be an idea to consider if you take this design further.
Anyway, cheers!
Here's the deck I "solved" the game with:
1x Hit
2x Bash
1x Energize
1x Backstab
1x Slash

There's just one thing: I think the game is way too easy. I reached floor 30 by spamming cards and buying nothing. The curve of difficulty is the only problem for me, and the skill cap is really low.
Nevertheless, this game can have a future, with more and more cards, it could be really interesting.
Good job.