DCT is a roguelike deck builder where you fight for your soul! Battle possessed miniatures, draft new cards to embolden your deck and spend the lost souls of others to improve your odds. Will you let the curse claim yet another adventurer?


  • 20 waves of foes contest the board
  • An assortment of horrors will challenge your party and wits each run
  • Face off against a variety of challenging bosses every 5 waves
  • Branching character evolutions for all classes
  • 120+ cards to add to you deck and create your own playstyle
  • Roll the dice for energy and unleash your most powerful abilities




HOW TO PLAY:

- Before the start of each round, you will automatically roll your dice and draw cards until your hand is filled.

- The round won't start until you've clicked the "Battle" button so take your time and carefully plan how the next round should play out.

- Assign cards to your heroes by clicking on a card and then on the hero you want this card to be used by. However class cards can only be used by a hero with the corresponding class!

-  The number on the blue lightning bolt represents the action point requirement for a hero to be able to act and the dice rolls represent your available energy.

Each hero has a different action point base requirement and a card's cost will add to that.

Click on the dice you wish to use and then on the hero you wish to use them on to charge up their energy.

- Once you have clicked the "Battle" button, combat will start and any hero with a card assigned and enough energy (action points at 0) will execute their move. 

Single target moves will randomly select an enemy.

A critical hit will deal 1.5 times the damage (rounded down).

*See the status conditions section for additional info*

- After each character has their turn, the next round begins and this process will repeat until the battle ends.

- When the battle is won, all status conditions and de-/buffs will be removed and dead heroes will be revived with 1 remaining HP.


Status Conditions:

Damage over time conditions:

[These conditions remain until cured or the battle ends]

  • Poison / Burn / Bleed - will deal damage equal to their corresponding value after a character's turn (even if they failed to act).


Timed conditions:

[These conditions will tick down by 1 at the start of each round and disappear once they've reached 0, are cured or the battle ends]

  • Target (taunt) - all single target attacks are directed towards the character with this condition.
  • Paralysis - 25% chance that the character becomes unable to act and skips their turn.
  • Stun - the character is unable to act and skips their turn.




As this game was made in the span of 2 weeks for a game jam, there are some very obvious shortcomings in terms of overall polish and the core gameplay loop would ideally be more diverse outside of combat, with various rogue-lite elements to soften the difficulty a bit. 

I might revisit this demo/prototype in the future and turn it into a fully fleshed out game, so if you have any suggestion or feedback, please feel free to drop a comment or just DM me.


CREDITS:

[only required ones will be listed here]

Miniatures:      https://twitter.com/mz4250

Card icons:      https://game-icons.net/

SFX:                 https://www.zapsplat.com

StatusPrototype
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(3 total ratings)
Authorbanana777
GenreRole Playing, Card Game
Made withGIMP, Unity, Blender
Tags3D, Dark, Deck Building, Dice, Fantasy, Roguelike, Singleplayer, Turn-Based Combat, upgrades
Average sessionAbout an hour
LanguagesEnglish
InputsMouse

Comments

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(1 edit)

It keeps freezing partways through :(

Edit: It's always sometime after the first boss for some reason

It wouldn't be so much of a problem, but because there's no save function I can't complete the game.

Thanks for letting me know!

It appears to happen whenever the cards are being drawn as far as I can tell

AFAIK Fixed! Thank you and yippee!

(+1)

As i understand it the web version is complete and youre working on a full version. however, it does seem rather odd that the explanation of how to play is hidden in the description and settings rather than provided by the game itself. i suppose its no major issue for now as you can simply reset if you dont like what happens early on but its definitely a struggle to figure out what to do at the start

(1 edit)

Thanks for your feedback. 

The game was made within a short time frame of 2 weeks as part of a game jam, and unfortunately, there was not enough time to include a proper tutorial within the game itself.

A YouTube video tutorial is available for the game as a band-aid solution and an updated version of the game has been released on CrazyGames, which includes a prompt at the start asking if the player would like to view the in-game explanation.
However, I have not updated the itch.io version, as I have been busy with other projects.

Thank you for trying out my game and I hope you enjoy playing it despite the initial struggles.

Hey this is a super cool game! Is it finished?

Thank you for the super kind comment!

There will be another update in the near future to fix a couple of things, but that will be all for the web version as I consider it to be mostly finished. 


I am still undecided whether turning this into a proper commercial game would be a good idea. Game design is the only thing I'm confident in, so I'd definitely need to look for people to help me with this project.

Deleted 1 year ago

Do you have discord?

Deleted 1 year ago
(1 edit)

 I was personally quite entertained  by the possibilities this game offers, and would recommend it to just about anyone interested in those genres.

(1 edit) (+1)
WTF IS THIS BOSS???

Nice run!

(+1)

Wonderful game.

I’ve run into a few crashes, though. Sometimes when something is about to happen, the rendering will freeze, though the music continues.

Thank you!


A few friends have reported the same issue, however I haven't been able to reproduce it. I did change a likely culprit though so hopefully the crashes should be gone now.

(2 edits)

Just had it happen again. An enemy was going to 0 hitpoints due to status conditions (poison or bleed), the hitpoint indicator had animated larger and changed to 0, and then before it finished shrinking down and the enemy rolled onto its side, the game froze.

The previous time it happened was also when an enemy was about to lose its last hitpoints due to a status condition.

First of all, let me thank you for all the feedback you have provided regarding this!


I already suspected that it might be my tweening library failing to execute a sequence (maybe due to fps drops) and ensured that it runs in "safe mode" but apparently that didn't solve the problem.


A new build with some manual safety checks has just been published and hopefully this bug won't happen again.

Please, make a downloadable version for PC.