Dungeon Solitaire by Scrumplesplunge
Behold my mash of genres, for I have made Solitaire into a Dungeon Crawler!
Try the competition version of the game here. Alternatively, try the post-comp version here.

You must complete a game of Solitaire to win. However, the cards are in the pockets of monsters. You must hunt them down and take the cards. But take note; you can only carry cards which stack up like a solitaire stack! If the card doesn't fit, you must leave something behind and hope you can find your way back to it...
I have completed this game once. It took me 55:53. If you are judging this, you probably don't want to spend that long, but if you're in it for the joy of finishing, that's how long it took me. Let me know if you do it more quickly!
Tools
- Audacity for some sounds, LMMS for music and other sounds.
- Gimp for graphics.
- JavaScript + HTML5 for the actual game.
- And naturally, git for versioning!
| Source code | https://github.com/Scrumplesplunge/ludumdare41 |
| HTML5 (web) | http://www.joe-fowler.co.uk/misc/ludumdare41/ |
| HTML5 (web) | http://www.joe-fowler.co.uk/misc/ludumdare41/post |
| Original URL | https://ldjam.com/events/ludum-dare/41/dungeon-solitaire |
Ratings
| Overall | 262th | 3.521⭐ | 26🧑⚖️ |
| Fun | 471th | 3.063⭐ | 26🧑⚖️ |
| Innovation | 171th | 3.688⭐ | 26🧑⚖️ |
| Theme | 102th | 4.083⭐ | 26🧑⚖️ |
| Graphics | 186th | 3.625⭐ | 26🧑⚖️ |
| Audio | 163th | 3.375⭐ | 26🧑⚖️ |
| Humor | 445th | 2.348⭐ | 25🧑⚖️ |
| Mood | 102th | 3.563⭐ | 26🧑⚖️ |
| Given | 33🗳️ | 6🗨️ |
great project! especially I liked the style and graphics!
Thanks a lot for sharing, well done!
My first run through the game I got lost right off the bat. I ventured a little ways from the card room and was unable to find my way back. A teleport home button, or a minimap, or an arrow pointing back to the card room, would have been appreciated, as would some markers making the card room stand out from the other walls. I understand I could die to teleport back, but there weren't always enemies around.
I restarted the game and this time I only followed one wall so I could find my way back. This worked well enough but I had to backtrack constantly, making the game really slow and tedious. Again, I understand the intention that I'd pick up cards along the way using solitaire rules, but at any given point there's a very small chance I'll actually find the card I need, and if I didn't bring the cards back to the card room I'd forget where I left them because I could not find my way around - everywhere looked the same. Besides - after 6 minutes of play I'd only found 6 or 7 cards.
It's also worth pointing out that since I could drop cards anywhere in the world, the 4 stacks I could create on the wall of the card room seemed a bit pointless.
I think there's a very different approach you could have taken that uses more or less the same mechanics, but would have become a much more compelling experience:
- Scrap the card room. Put the solitaire interface in a HUD: 4 spaces for aces on the top, 4 spaces for stacks on the bottom.
- Add a LOT more enemies, and put the player in tense arena situations with 5-10 cards left lying around after the dust has settled. Also, change the dungeon layout from a corridor focus to a lot of large rooms with a higher render distance.
- Don't let the player drop cards, only pick them up or rearrange them in his HUD.
- If the player doesn't (or isn't able to) pick up cards after an encounter, get rid of them after a while.
I know I'm describing a very different game from what you seem to have had in mind. It's something I personally would have enjoyed a lot more, as it wouldn't have forced me to stop the exploring/fighting to run back home after every encounter. It seems other people are enjoying the game you have now more than I am, so it's possible I'm not the target audience here.
What it comes down to for me is that I'm really impressed with your combat and movement mechanics, graphics, and overall aesthetic. I really wish I could enjoy your game more, and it frustrates me that so much good work went in this design direction. There are a lot of good things about this title, so please keep participating. I would love to see what you come up with next LD.
Here are some options I considered:
1. No drop mechanic, cards can stack in any order in the inventory but still are picked up and placed in first-in-last-out. This makes it really easy to get permanently stuck if you pick up a King with no free slots on the wall.
2. A variation on this would be to have a "destroy" button instead of "drop", which removes a card from your inventory and puts it in the pocket of a monster somewhere in the map. However, I'd have to rework the monster spawning a bit for this. I could respawn monsters in previously cleared areas (but this makes it harder to navigate based on "no monsters -> I've been here" logic) or I could make the map much bigger (or even procedurally generated to improve replayability) and have ample redundancy in monsters to use for collecting cards.
3. 10 independent inventory slots tied to number keys. Cards are picked up into any free slot and can be placed by pressing the right key.
4. Remove the randomization on cards and make it so that the cards which spawn when you kill a monster are always ones you can use.
5. Overhaul the game by having zones which unlock when certain solitaire milestones are completed (eg. reach height X in all suit stacks). The set of cards you can find would depend on the area, so you could seek out a particular card by going to a particular place.
I would love to hear what you think about these ideas, I'll probably experiment with some of them in the [post-compo version](http://www.joe-fowler.co.uk/misc/ludumdare41/post) over the coming weeks.
Great job with the entry!
Keep coding :)
That is original Wolfenstein renreing method, right?
And the gameplay once you get a gun becomes pretty satisfying. :smile:
The dungeon is quite big though...
And I couldn't figure hot to put cards onto piles... so I just dumbed a bunch of them into the room... and then got lost in the dark...
F and R (assuming QWERTY) put things on the piles, the text will be yellow if you can place a card - it has to stack like the solitaire rules allow (so red after black, and the next smallest value, eg. red 6 after black 7).
Though... Makes sense actually. since they all appear to start with kings... and if you carry a pile dropping higher cards first... filling piles from low to high would be... tidious.