The main gameplay element of The Curse of Cattenburg is the card combat game. This is an original idea Brainoid and I have been wanting to explore recently, and LD gave us a great chance to do so. We have gotten some great feedback so far, and we are considering the possibility of developing the card game part of our game further.
We would love more feedback to help feed into this future development of the card game, outside of Ludum Dare!
Overview of the game
If you're unfamiliar with the system, the game board looks a bit like this:

On the bottom left: this is your party. You can have up to 3 characters in your party.
On the bottom right: this is the enemy party. They also can have up to 3 enemies in their party.
On the bottom centre: this displays your action points, which is your resource for performing actions on your turn.
The 18 cards in the centre: these are slot cards that you need to reveal by spending action points. Once revealed, most cards will need to have a character played on them in order to perform that action. A character can only be placed on one slot card per turn.
The left and right edges: this is where each parties support cards live - cards that allow a party to transform an already-revealed slot card.
Key mechanics
Memory: The 18 cards in the centre are shared between enemy and player. This means any cards revealed on the enemy turn, can be remembered by the player and utilised on their own turn. Our current design is that after each turn, the 3 rows of card shift down: with the bottom row being discarded and a fresh top row being dealt face down. This adds a slight element of strategy in revealing cards. For example: If you reveal a card on the top row, you know when it comes back your turn, it'll be on the bottom row and so you have information about which cards you can use without needing to spend an action point on revealing. Conversely, you can choose to reveal cards on the bottom row, to deny your enemy the information gain for their next turn. The memory concept also gives an additional reason to reveal cards, even if you cannot place a character on those cards this turn.
Targeting: Unlike most card combat games, you do not simply drag your character on to an enemy in order to attack. You must reveal a slot card that allows you to attack. There are a variety of slot cards that allow you to attack:
- Specific target cards, that target the 1st, 2nd or 3rd enemy only.
- Conditional target cards, that target someone based on their stats (like lowest health)
- Special cards, for some enemies their specials will attack enemies (such as the warrior who cleaves all enemies)
The aim here the optimal strategy dynamic, based on the cards you reveal. Your decisions each turn are vastly influenced by the cards you reveal - as they really are your list of possible actions. Support cards can help you transform the board to your favour, but support cards are limited.
Characters: The characters are designed to have their own strengths and weaknesses. For example, the mage hits the hardest but can easily be killed. The bard is weak, but brings great wisdom - which translates into more action points for the team. The priest has the ability to heal the team using her special ability. The aim here is to give the player choices, and have the sense that each character has their benefits, but importantly their weaknesses too. Some of the less exciting cards, such as defensive cards or hide card (that prevents being targeted next round) will be essential to prevent your glass cannon mage from getting taken out early. The idea is that your party's health is persistent between different combat encounters, so if your mage dies in battle - that's it, they're gone. You're now in a party of 2.
Thanks for taking the time to read this - and again we would really appreciate any feedback on the card game as we are considering developing it further outside of Ludum Dare.