➡ early prototype! please share any thoughts you have! ⬅

This is a concept for a turn-based tower defense deckbuilder, inspired by the likes of Slay the Spire and Balatro.

How to Play

Play cards to either place pieces in the tower or directly on the battlefield for one-time damage. Rounds play out in this order:

  1. Movement phase: 
    1. all enemies use their movement points to enter the battlefield and attempt to get into attack range.
    2. Enemies select their next ability, if any, and display their intent
  2. Player Turn:
    1. Draw a new hand
    2. Select a card, then play it in the Tower area to place a unit. Right-click to rotate pieces. Units of the same type can be combined if you play the same shape (or smaller). Alternatively, play the card in the Battlefield for a one-time attack. 
    3. Click End Turn when finished and discard your hand. You do not have to play all your cards.
  3. Action Phase:
    1. All units in the tower attack, if possible
    2. All enemy units on the battlefield attack, if possible
    3. Repeat until all units and enemies are exhausted (no actions or no targets)

Player Units:

  • Soldier: can only hit the closest slots 1 and 2. +1 damage for each adjacent Soldier
  • Archer: can hit slots 2, 3, and 4. Hits the topmost enemy in each slot. +1 damage for each level above the ground when placed in the tower (i.e. more damage if placed higher in the tower)
  • Commander: does not attack. Adds +1 action to all other units in the same row.
  • Cannon: can hit slots 4-6, dealing 8 damage. Cannot be rotated.
  • Laser: hits all enemies in the same row as the laser for 2 damage. Cannot be rotated.
  • Frost Wizard: applies Slow to enemies (-50% movement). Targeted cells are relative to placement of Wizard.
  • Jester: adds +1 card draw
  • Slasher: deals 1, 2, 3 damage. Targeted cells are relative to placement and rotation of Slasher.

All units can be combined into higher tiers if you play the same unit on top of an existing one.

Enemy Units

  • Mushroom: HP: 10, Range: 1, Movement: 4, Damage: 1
  • Archer: HP: 6, Range: 3, Movement: 3, Damage: 1
  • Ogre: HP: 20, Range: 1, Movement: 2, Damage: 3
  • Catapult: HP: 15, Range: 5, Movement: 1. Charges up for 3 turns, then attacks for Damage: 8.

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