Dungeons of cards day 2

Cards! Packs! Merchants!

Also doors.

Dungeons now have some cards scattered around on the floor. Gold, Attack +1, and Defense +1. There’s also rare packs of cards (attack pack, defense pack, rogue pack, priest pack, etc) that can be picked up.

a gold card

Each level also has a merchant that has a pack that you can buy cards from.

a merchant

It’s a neat mix: if you want a better deck then you need to pick up gold cards, but gold cards themselves don’t do anything but make your deck less useful. Reminds me of Dominion and Thunderstone.

buy stuff

Dungeons of cards day 1

What a phenomenal day! I’m not sure if it’s because this is my 6th 7DRL or because I’ve been playing around with Unity recently but I accomplished way more than I expected to. There’s now a simple level generator, a mix of enemies with a simple ai, a good deal of UI polish, and cards!

The basic idea for this one is to mix deck building and roguelike gameplay. So you will start by picking a couple “packs” to start your deck with and collect more cards along the way. Every time you move a card is drawn from your deck; attack cards go to your attack pile, defense cards to your defense pile, and others into your hand. If any of those is over the limit, then the oldest cards are discarded. Once you run out of cards to draw, your discard pile is reshuffled into your draw pile. Attack and defense piles are resolved when you bump into someone. It’s fast and versatile and seems to work well enough so far.

cards etc.

Here’s the enemies I have so far:

  • Lizard people have slightly lower stats but come in varieties with good attack or defense cards.
  • Undead have slightly lower health but will dump disease cards into your hand which force you to discard when drawn.
  • Plant creatures can use fewer cards but will dump cards into your hand which do nothing but take up space. They also have a lot of cards that regenerate health or draw more cards.

Sometimes the UI gets a bit cluttered when attacking so I’ll have to figure out a better way of showing which cards are played when a bunch are played at once. Here I attacked a mushroom thingy that had Plant armor, Plant armor, and Defense +1 in its defense pile. It sill died though. But the plant armors dumped two Leafs into my draw pile so it will slow me down.




Screen Shot 2015-03-14 at 5.51.39 PM

I added some more minor gameplay and ui tweaks and reworked the level generator. I like it much more now. Also added spike walls that instantly kill anything that bumps into them (or is bumped into them) and a single health potion on each level. It seems like it should be easy, but I keep dying.

I could add more but I tried my idea and it’s kind of fun and I’ve got a week’s worth of cleaning and laundry to catch up on.


Terrible Clojure source on github: https://github.com/trystan/runner-puncher

Download the jar: https://github.com/trystan/runner-puncher/releases


Creatures are now more varied and dangerous.

At the beginning of each game a list of creature prefixes and postfixes are shuffled then matched up to create a list of creatures that show up in the dungeon. If you’ve ever played Smallword, then it works like that.

Screen Shot 2015-03-13 at 7.18.56 PM
Knockback zombies just keep getting back up.


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A web guard about to get punched.


Also, a bunch of UI tweaks, insomnia-fueled refactoring, and other minor stuff.


Some new things trying to kill you, some new items and abilities to help you, and some new ui stuff.

Some neat emergent gameplay is happening too. I punched an acid monster into a crowd of others. When the acid monster died it changed the nearby floors to acid pools that damaged everyone standing on them. They all died. Unfortunately for me, one was a summoner who spawns a bunch of creatures when it dies and another was an embigining monster that made the newly spawned enemies much harder. Then I died since I couldn’t run around them. Fun times.

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A crude shopping screen.
Screen Shot 2015-03-12 at 10.44.26 PM
Hovering over monsters or items displays details about them.

The levels now have more creatures and a lot more gold and items scattered around. When you move over an item, you lose all your movement points, swap it with whatever is in that item slot, and a new enemy is spawned nearby. Ideally it becomes a risk/reward game of avoiding crappy stuff and deciding how many enemies you want to fight. You can try to grab all the good stuff and fight everyone off or make a run to the exit and maybe grab a few gold when it’s safe.



It’s starting to feel like a real game. Not a good one yet, but a game.

The enemy ai is now more aggressive and will try to attack as soon as it sees you. There’s also a bunch of money lying on the ground that you can pick up and spend in between levels on items and bonuses. They don’t do anything yet, but I should be able to finish the inventory and item stuff tomorrow.

Here’s a screenshot of the 10th dungeon level:

Screen Shot 2015-03-11 at 9.46.14 PM

After working on the items I want to make it so the enemies are more interesting. That should leave Saturday for polish and tweaks and some crazy last-minute ideas I try to cram in.