Abolish Feudalism

You're the leader of a community with the goal of overthrowing the king.

Decide which comrades will help you on the way. Choose which ones are not worthy. Optimize your resources so that you can achieve your goal in time.

In this roguelike deckbuilder, every run starts with the same deck. Cards are played automatically, so you must choose carefully which ones form the deck.

Good luck!

----

Release history

See the devlog for information about releases.

Updated 27 days ago
StatusIn development
PlatformsHTML5
Rating
Rated 3.8 out of 5 stars
(6 total ratings)
Authorgmadorell
GenreCard Game
Made withUnity
TagsDeck Building, Medieval, Roguelike, Unity

Development log

Comments

Log in with itch.io to leave a comment.

Note that if your numbers get too big, they wrap around negative, and then if they are negative when an epoch ends the game locks up. The dangerous value is around 2147483647, which is too bad because I was only going to hit something on the order of 2^35.

Also note that infinite loops are secretly not allowed-- the game will forcibly end your turn after either ~100 energy has been spent or ~20 shuffles have been done, not sure which.

Hey @xyncht, thx for the feedback!

Yep, the wraparound bug is something I'm currently working on for the next game version.

Also, you got it almost correct, there is a finite amount of cards that can be played each turn before the turn rolls over. This is done so the game is faster and to prevent infinite loops.

The next version will also make it way harder to achieve those infinite loops. The idea is to make the runs faster overall.

(+2)

Cool idea, great game, balance is a bit off imo (maybe not very). Hard to get a good run, sometimes you just get screwed by enemies. When you do it can be a total killer. Maybe a good idea is to implement a system that reduces a chance of series of enemies, especially in early stages.  Cards are a bit hard to read in some screens.


(+1)

Congrats on your victory! I hope you had fun :).

Yeah, I'm currently already working on another version with some really broken builds nerfed a bit.

Do you have some specific things you would like to see in the next version?

Also, yeah, thx for the enemies feedback. I'm working on a system to improve the enemies spawn rate on the shop, to be less random and more "fair".

(+1)

Limbo

(+1)

Good find haha. This one is getting nerfed in the very next build :P.

(+2)

Surprisingly compelling!  I look forward to seeing where this goes.  A few idle thoughts:

  • Enemies can be a lot to handle--for instance, thanks to a Saboteur, I almost didn't make it out of Epoch 1 in one game.  You might want to make them, if not more rare, at least not appear in the first epoch.
  • I played five or six games (good sign!), and never made it past Epoch 3 at best.  I don't know if that's because the game is hard or because I'm no good at it, but offering it as a data point.
(+1)

Followup: on another playthrough, I got three enemies on a single trip to the market (not good at all!), but then again I made it to Epoch 4 (much better!).

The other thing that struck me was that, when the epoch changes, you don't get a chance to go to the market--and in particular you don't get a chance to use a banishment power.  Sometimes that felt frustrating, but if it's a deliberate choice in the design, I can imagine why.

Thanks for the feedback!
I have created tasks to take a look at making first epochs and first shops less punishing.
I will let you know once I release a new version. Feel free to follow me on twitter too if you're interested :P (@gmadorell).

> when the epoch changes, you don't get a chance to go to the market

Yeah, that's part of the design. Epoch changes are supposed to be different than normal end of day phases, so you must prepare for that :P.