You have nine slots and a growing pile of cards.

Every card earns gold on its own. Then it argues with its neighbours —

one lifts whatever it touches, one drags them down, one is worth triple

for exactly as long as nothing sits next to it. Where a card goes

matters more than which card it is.

Open packs. Find better cards. Move things around. When the board

stops growing, prestige: wipe it, keep the points, and come back with

cards the shop never sells.

113 cards. Sixteen tags. Nine slots, forever.

Free, in your browser. Earns while the tab is shut, up to eight hours.

Saves as you go. No account, no ads, nothing to buy.

Updated 11 hours ago
Published 2 days ago
StatusIn development
PlatformsHTML5
AuthorMuskelKen
GenreCard Game, Strategy
TagsAI Generated, Dark, Fantasy, Idle
AI DisclosureAI Assisted, Code, Graphics, Text

Comments

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*Whew* I finally got all 114 cards at the same time:

I had 113 cards for the last twelve hours, so I *could* have had this much sooner. But "The Dragon's Bed" just would not come up.

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Congratulations! Next update will bring a lot more content, fixes and an overhaul to the UI. 

Not my type of game, so I am not give critique for game itself.
Just what I notice after playing for 15-20minutes. Many cards do not trigger for the things it said it would trigger to. Get bonus if target a cursed card, I did, no bonus: Get bonus for arcane cards, 2 other arcane cards no bonus, give bonus to guard cards, no bonus given when surrounded by other guard cards. So it seems whole idea of game, mix match and place for bonuses, is the very thing that do not work?? had some other things like, beasts, farm. Treasure cards did work great for the Dragon card. but like 9 of 10 card mechanic is broken.

Thanks for bringing this up! I really appreciate the feedback. It’s an issue that will be fixed in the next update.

I love the concept but I feel like you can get very unlucky in this game. If you get lot's of low paying common cards without synergies, the prices grow way faster than your income and you can only dream of buying cards from the shop.

So for rebalancing, I'd suggest to make the price growth a little less punishing. 
Maybe even give an option to restart a run without prestiging, just to not get softlocked behind ever growing prices.

As for when the game get's boring, I'd like a goal to work towards. I have some ideas: 
- simple achievments for income/s and stuff like that, giving small rewards

- challenges, for example reaching a specific income/s with only using nature cards and as reward a small global multiplier to all nature cards, like + 0.02 or something, stacking with more and more challenges. 

- you could also add stuff like investing into building/building a town. This could become more or less complex, either the buildings need just money or different recources. You could make it so nature cards give a bit of wood, beast cards a bit of meat, earth cards a bit of stone, arcane cards a bit of mana, etc.... Then you can use these recources. New buildings could unlock new cards or passive bonuses. There is a lot I could think of. 

- I could think of a way to rework the prestige mechanic. For example, if you'd lock more powerful cards (legendaries and stuff) behind other content like the above mentioned, you could make it so you don't lose all your cards on prestige. Maybe reset them to lvl 1 or lose all cards except commons. Then you can build a building to also keep uncommons and so on. 

I really like these suggestions, thanks!

Challenges especially sound really interesting. They could encourage players to experiment with different card types/builds instead of always chasing the strongest setup, and the permanent rewards would give players something else to work toward.

I’ve noted the balancing/resource/building ideas too. I definitely want to add more long-term progression beyond just watching income go up.

For prestige, I’ve actually been thinking about keeping the collection itself, while resetting card copies/levels. Another possibility is letting players choose a limited number of cards to keep when prestiging, with ways to increase that amount later. I think that could make prestige feel rewarding without removing the sense of starting a new run.

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Brilliant concept, loving it so far.


Only thing ive noticed is sometimes items are greyed out in the shop even if i have the gold to buy them, currently have 2 items at 1K and 2 items at 3K in the shop and 6K gold, but one of the 1k items is greyed out?


EDIT - i bought a pack in the meantime and as the prices changed the one that was greyed out shot up in price...did think it was odd as it was a purple so think the pricing on it was just not showing the true amount :)


EDIT2 - Currently 1 pack will cost me 3K, but for 5 packs it says 2K and then 10 packs 56K, yet ive just ticked over 20K gold and can now but the 5 packs. Doesnt make sense that 10 packs would be more than double the price of buying 5 though?

I will look into it, thanks!

Liking the game so far. Interesting idea and I am looking forward to upcoming patches :D


Can confirm that sometimes prices are showing as "1 K" although it should probably say "10 K".

What I can think of is that you might be doing something along the line of: "if > 999, remove the zeroes and put a 'K' or 'M' at the end (depending on how big the number is)"

Which in turn could lead to this problem where it shows to few zeroes.

I will have a look, thanks!

Offline gains don't seem to work - I closed the game and came back 8 hours later, but my stats page says 'time away 0s'.

I will look into it, thanks!

Thank you for the reply! One other thing to note, more of a point of confusion, is that I'm never really sure how 'this card is multiple cards' will work on various effects. For instance, Wolf Pack counts as three cards, and The Hunt gives 'every' Beast card a 75% boost. I get that it would be busted if it worked this way, but with the way it's worded I did wonder if  it would get the 75% buff three times, once for each card.

All I can think to fix this confusion is to add the Twin Idols expanded text to every card like this - 'counts as X cards for anything that counts cards or tags' - to clarify what this effect does.

I haven't seen every card yet so there may be other things that don't make sense (I have a card that effects the ROOT keyword but no cards that have ROOT on them), but this is just what I noticed so far.

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No problem! I’m really happy you’re taking the time to give feedback. I agree that the wording for certain cards can be confusing, and that’s something I’ll be addressing in the next update alongside several card reworks.

The main reason for some of these inconsistencies is that a lot of the cards originally started as placeholders or were made specifically to test mechanics. Now that more cards are getting proper identities and the systems are becoming more finalized, I’m going through and standardizing how these effects are worded and how they interact.

For the ROOT keyword it's same issue where it was something being tested it's effect is reducing time for cards with PRODUCE keyword, a new keyword for cards which will generate something after X time. ROOT will be renamed, removed or reworked entirely.   

Hey there! Just trying it out again for the first time since these updates happened, and I love the changes. I've got no notes, except for a UI glitch I'm encountering. Cards with both CHOICE and TARGET (in my case Granary Keeper and Compass) don't show the button to change their target once they're played. This means if I change their choice I can't choose a target without removing and re-adding them to my layout, and there's no way for me to choose two targets for them since the choice selector goes away after clicking the first card.

I think I'm also having a second UI glitch with Compass, though I'm not sure. I can see choices for North, South and East, but no West. I'm not sure if there just isn't a West choice at all or if it's not displaying it for some reason.

I will look into it, thanks! Compass should be having all four direction, will be fixed in the next update.