Card Cave Adventures by Swen
Card Cave Adventures
Description
A (concept) take on a turn-based dungeon crawler card game. Delve deep into the dungeon and find the treasure!
Play the Web version here.
Screenshots and gifs



How to play
Phases
A turn consists of 3 phases: - Player -> you can take action - Enemy -> enemies will moves - Obstacle -> obstacles will activate/ change state
(Looped through listed order above).
Player phase
You can either play cards by dragging them in the rightmost slot, using stamina in the process. Or skip your turn and shuffle your cards.
You can only play cards which use up to 3 stamina in total. Each card has a different stamina cost.
Patched bugs
- The game would hang on enemy phase when an enemy was killed in the enemy phase
- At the start of each level the stamina meters shows (5) while it should be (3).
Compo version still available on Itch.io.
Known issues
- Level 5, can be hard because the cards you need are a bit harder to get in the beginning.
Also
Pssst, the enemy AI is shit.
| HTML5 (web) | https://insertcoffee.itch.io/cave-card-adventures |
| Windows | https://insertcoffee.itch.io/cave-card-adventures |
| Source code on Github | https://github.com/swenmeeuwes/ludum-dare-41 |
| Original URL | https://ldjam.com/events/ludum-dare/41/card-cave-adventures |
Ratings
| Overall | 301th | 3.458⭐ | 26🧑⚖️ |
| Fun | 348th | 3.271⭐ | 26🧑⚖️ |
| Innovation | 194th | 3.646⭐ | 26🧑⚖️ |
| Theme | 116th | 4.042⭐ | 26🧑⚖️ |
| Graphics | 295th | 3.375⭐ | 26🧑⚖️ |
| Audio | 223th | 3.188⭐ | 26🧑⚖️ |
| Humor | 349th | 2.639⭐ | 20🧑⚖️ |
| Mood | 200th | 3.348⭐ | 25🧑⚖️ |
| Given | 20🗳️ | 16🗨️ |
I appreciated that shuffling the cards is not punishing to you. If there's anything I'd polish on future versions (hope you do a post LD version of this!), it would be the chances of getting card moves that allow you to do stuff instead of having to Shuffle 3 or 4 times before being able to perform your turn. I do like the system though, and the option of shuffling creates some interesting choices and situations further down the line when enemies/traps start to haunt the caves. :) Good stuff overall!

This bit especially was very clever, teaching the player about the new tile without the need for any words.

The gameplay was very slow. So much shuffling or just using dummy cards (like moving against the wall) not to waste needed attack cards over and over again while waiting for the right directions. Like the first few levels didn't require half of the cards at all and it of course just kept giving me those. My biggest issue with the game was card UI. You could have made the active cards are smaller and hand area bigger (so the cards in hand wouldn't overlap). The movement cards were still kinda hard to distinguish from each other because they all looked so similar. Maybe having an arrow instead of the running dude would help make them stand out with a quick glance. Also having the direction on top and stamina on bottom forces the player to pretty much read the whole card. The middle text bit was unnecessary since half of the time it was masked by another card.
Also wasn't a huge fan of cards always returning to the top of the stack instead of where they came from. It made it harder to keep track of what card is what (probably in part of because they all look alike). At first I thought it was a bug giving me free shuffles of just one card 😜

Another thing that kind bugged me was the constant need to move the cursor from left side to right side just to press the end button. Adding a hotkey for the button and maybe allowing just clicking on cards to send them back and forth between hand and play area would reduce the mileage of required cursor movement.
All in all, good job! I thoroughly enjoyed it as long as it lasted (but not enough to slog through the beginning levels again)...
Oh, one more thing... I tried to randomly mash buttons to see if I could get myself unstuck with no luck really but I discovered maybe some kind of debug key that still works (that being A).

### Getting stuck
Getting stuck in the enemy phase is certainly a bug. Sadly I don't know what causes it, nor did I have time to fix it. I think it can happen sometimes when an enemy dies in the enemy phase.
Edit: I found the bug! It happens when an enemy dies in the enemy phase and because the list is modified it crashes...
### Teaching without words
Learned that trick from the game '[Shovel Knight](http://yachtclubgames.com/shovel-knight/)'. They learn the player new mechanics this way, which is amazing!
### Slow gameplay
I am aware of this. Dealing with the card RNG is a really big design challenge, which I had no more time to tackle.
### Card UI
I postponed a lot of these issues to the end of the compo, which resulted in me not fixing them... This probably wasn't a good idea. Thanks for your suggestions on this subject!
### Debug button
Ouch, that hurts :joy: .
Can't believe I left that in :see_no_evil: .
### End note
Thanks for the honest and in-depth comment, helps me out! I might do some quick fixes and upload that.
cons: A bit slow for my taste, but that might just be the ld fatigue =)
All in all, good work!
Graphics-wise, the game was enjoyable. The simple graphics were enough to get the mind going and interpret the enemies and the surroundings. The screen transition when dying was a blast as well.
I also liked the music and the sound effects, they complemented the game's art style really well.
A discard mechanic is interesting, thanks for the suggestion!
Glad you enjoyed it c:.
It was supposed to look like a safari hat, but who would wear a safari hat in a cave? For the bat poop maybe.

Thanks for your comment!
The mechanics were fun to play around with and the stamina limit forced you to be strategic about how to play the cards and in what order.
Cool game and well implemented mechanics. :smiley:
The concept itself is nice, I like dungeon crawlers and the idea going deep and things getting more difficult. Lots interesting mechanics had been implemented, the turn based card system does indeed change the dungeon crawler experience, and does lead to some interesting decision making. The main gripe I had was the card generation, a few times I was left with unplayable cards and after a shuffle I still had no cards I could use and by that time the blasted bat had sank his foul teeth into the fleshy part of my supple neck....!
I'd like to see / play this again if the card draw system didn't cause some frustrating situations. Really compelte and solid effort, even moreso for 48 hours! Good job dude!
I can see some deck system being in place that allows the player to pick card before hand, so that they can adjust their deck on the next level.
Thanks for the feedback and nice comment, cya around in the upcoming streams!