Swab the Deck! by dans17
Swab the Deck! is a pirate-themed roguelike deckbuilder with realtime combat.
Fight ships by playing cards while sailing into deeper and deeper waters.
Currently includes 20 cards, 5 enemy types, 4 random events, and a boss fight.
Follow us on itch.io if you would like to play an expanded version of this game in the future!




Instructions:
Click and drag cards up to play them
Scroll up or down to reveal the map
Click an icon on the map to travel there
You can manage your deck by clicking Show Deck in the bottom left
Press ESC to exit windows build
Made with Unity and Gaia 2
Art created in Blender and Aseprite
Music recorded in Studio One 5
Sounds used:
https://soundbible.com/909-Cannon.html
https://soundbible.com/1936-Crisp-Ocean-Waves.html
Created By:
Daniel Sousa | Sam Westerlund | Andrew Potach
| itch.io (Web/Windows) | https://dans17.itch.io/swab-the-deck |
| Original URL | https://ldjam.com/events/ludum-dare/48/swab-the-deck |
Ratings
| Overall | 603th | 3.698⭐ | 60🧑⚖️ |
| Fun | 463th | 3.655⭐ | 60🧑⚖️ |
| Innovation | 451th | 3.629⭐ | 60🧑⚖️ |
| Theme | 1680th | 2.845⭐ | 60🧑⚖️ |
| Graphics | 744th | 3.814⭐ | 61🧑⚖️ |
| Audio | 674th | 3.482⭐ | 58🧑⚖️ |
| Humor | 874th | 2.719⭐ | 50🧑⚖️ |
| Mood | 832th | 3.556⭐ | 56🧑⚖️ |
| Given | 68🗳️ | 91🗨️ |
since it's a quick decision game, I wish the status bar of me and my enemy could be in the middle or anywhere just closer to help me make judge the situation by one glimpse :)
Two small points control-wise: upgrading hull says it costs 100 gold but in reality only costs 50 gold. You could catch cards mid-air accidentally when you drew them, thus sometimes blocking the cards you actually wanted to play.
Overall good job and very exciting game, I liked it a lot!
Overall though, excellent job!
My biggest problem was the feedback I get when playing cards/getting hit. It doesn't feel great instantly missing after playing a card without something in the way to show that. It also felt like the enemy ship/my ship weren't really reacting to the cards being played because my attention was always at the bottom of the screen where all the cards were.
Overall though, really good job!
Overall the entry was amazing and a pleasure to play!
ps: I have come across a certain bug, maybe you can fix it. I went through right side of the map 2 times then went to left 1 time (all fights, !), started playing, I could have been a bit eager and started throwing cards too quicky perhaps before all of them settled, then my cards did this:

I actually found parts of this to be pretty engaging. The real-timeness of it offered a different twist on things since time is now the currency, so you take hits as you play bigger cards, not just spend up to an SP cap. Because of this, I found myself having a couple strats, one where I'm just dropping attacks as fast as I could, and the other for extreme healing (needed for bigger ships). I basically just use my fastest attacks to cycle through my deck and then use heals when I can.
One thing I couldn't figure out through play: how long do buffs last? I grabbed various cards with buffs like +energy and -accuracy, but I couldn't see how long those buffs lasted, unless they were permanent? I think overall, what's missing are more combo cards. Like to play into the realtime nature of the game, a card that allowed double damage for 2 seconds so that the player might save up for a big salvo when that card comes up. Obviously you're limited by jam time so it's not a big deal in the end. The existing system does allow for some light combos.
Glad to hear you plan to expand on the game, I think there are plenty of places for the game to go and I've never seen this kind of theming with a deckbuilder. Super excited to see what comes up!
Great job!
I'll probably play again and try to sink that juggernaut of a boss =D
I'm thinking of how would a system to play that offline be like? With timers and alarms? IDK
The graphics are nice and consistent, and so is the music (although I think something more like sea shanties would go better, but that might just be the sailor in me talking :grin:). I like that there are a lot of different cards and upgrades to buy. Although my winning strategy was just to buy 2 grappling hooks to debuff enemies and dump all my other money into ship upgrades. I upgraded my cannons to 1.5, sails to 0.6 and hull to 500 - and beat the end golden-sails boss fairly easily with just basic cards + grappling hook.
Some special message at the end would be nice. You have this cool setup with an amulet at the beginning and no resolution to it at the end, just "you beat the enemy; go back to start screen; puff". Would be cool to have some ending to go with this nice story beginning.
There seems to be a limit on upgrades (at least with cannons and sails, didn't hit a limit with hull). Would be nice if the game notified the player that he/she can't upgrade anymore, as otherwise it feels like a bug (maybe it is?).
I also liked the events on the islands - added to the atmosphere and made exploration interesting. The game definitely has a potential to grow and develop. Great work!
Congrats on a well made game, one of the better ones I have played during this jam! :ship:
My main feedback is that for a proper release the individual game mechanics need a rework/rebalance.
To me it was unclear that energy starts from 0 each fight. Needs more feedback. This could be a great starting and then increase energy gain/increase energy cap.
Card draw happens immediately after you play a card. I would suggest to have a fixed rate of drawing cards as long as there is room. And then have upgrades for hand size/card draw.
The pacing of the fights can in my opinion slow down to like 1 card played every 3/5/10 seconds. This would give more time to think about tactics/strategy/and gives more time for newer/slower players to think about their actions.
The shop is a little too cluttered. I think the game will benefit from a smaller and more random shop. The upgrades of the ship were on first glance not visible and can stand out a bit more. Am unsure about purging cards from your deck outside of areas/shops, but am happy it is possible.
And lastly keep working on this title. Draw inspiration from FTL/Slay the spire/Monster train. More events. more fights. More relics. More sea curses. And possible a fight with a kraken. Or worse a fight with a yellow rubber bath duck.
I know I had a bit of an easy time with it when I played it on stream, but that might have been just because I didn't make it super far before I had to move on to the next game for time. Even if that wasn't the case, it's great that you leaned into making it easier rather than harder especially for a jam.
I think I would also say that combat might need to be a bit slower. I got to a point where I was regaining energy so quickly I could essentially start spamming out everything in my hand. Maybe there could be a way of making some cards like the barrels of rum used only once in a fight per copy or something. Just a thought!
It's honestly crazy how much is going on with this game, considering it was just made in a weekend. Y'all cranked out some stellar work here. I remember you guys mentioning that you were planning on expanding on this, and I hope you do! It seems like a very promising concept. :slight_smile:
Awesome stuff I loved it!