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DungeonStacks

  • 13 Devlogs
  • 40 Total hours

Cards dungeon game

Ship #2

In this ship, I have addressed commonly reported game issues and bugs. Additionally, I refactored the messiest parts of the codebase to improve to improve maintainability and introduced several UX enhancements.

  • Resolved common community-reported issues and glitches
  • Refactored core legacy sections for cleaner and more robust code
  • Added dynamic screenshake effects
  • Implemented popup numbers (combat/damage indicators)
  • Added an in-game tutorial system

More detailed info can be found in git log history

  • 4 devlogs
  • 15h
  • 19.44x multiplier
  • 298 Stardust
Try project → See source code →
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41m 28s logged

DungeonCards V0.1.10

Finishing touches before shipping


Key features implemented in this version:

  • Updated game version on itch.io
  • Updated readme file

Checkout Git log for additional info

Cheers


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4h 46m 12s logged

DungeonCards V0.1.9

UX update


Key features implemented in this version:

Architecture and game-play changes

  • Implemented new TutorialState class and entry from main menu.
  • Updated FloatingText now it’s starting size depends on the amount of damage dealt / hp healed
  • Added ANVIL card, allowing player to repair weapon
  • Added textures for new items
  • Deleted unused includes
  • Window is now resizable
  • Added missing descriptions for items
  • Changed buttons size in main menu

Acknowledged and fixed bugs

  • Wrong cards defeated counting in InteractionManager
  • EnemyVsShield using wrong value when triggering FloatingText
  • Blocked player from using items located in backpack, now player has to swap them with one item in hand

Checkout Git log for additional info

Cheers


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4h 16m 10s logged

DungeonCards V0.1.8


Key features implemented in this version:

Architecture changes

  • Simplified InteractionManager now instead of passing lots of arguments it passes new InteractionContext struct witch contains necessary variables.

Game-play and graphic changes

  • Key card can be used to open the chest
  • Chest card can be open using Key contains huge amount of coins score
  • Durability indicator for SPELL e.g. LIVESTEAL
  • Added floating text it is used for displaying damage, healing etc.
    -Added swapping items between hands and backpack,. Be aware that when you want to for instance swap WEAPON_UPGRADE with WEAPON you need to select weapon first, other ways the weapon upgrade effect will apply itself to weapon. It is build like this to maintain simple compatibility with android build, that hopefully, will be out soon:D

Checkout Git log for additional info

Cheers


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5h 34m 59s logged

DungeonCards V0.1.7


Implemented features:

Architecture changes:

  • Cleaned card generation logic
  • Implemented new CardGenerator class
  • Added extra weapon textures
  • Switched from random weapon generating to preset weapon configs
  • Added weapon durability and durability indicator
  • Added weapon max/min damage to make the game more random

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Ship #1

I have created a card game inspired by Scoundrel.
The most challenging part was managing a large amount of interactions between cards and making the game visually appealing.

  • 9 devlogs
  • 25h
  • 10.72x multiplier
  • 269 Stardust
Try project → See source code →
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3h 12m 25s logged

DungeonCards V0.1.6

Finishing touches


Implemented features:

  • Implemented auto window resizing and auto item positioning
  • Extracted piles aligning logic to new function
  • Implemented current run progress bar
  • Fully implemented Score and card description window in bottom left
  • Implemented more weapon graphics and names
  • Fixed ice wand graphic
  • Implemented new Game Over / Game Won screen with return to menu button
  • Implemented Flee button
  • And much more e.g. bug fixes and little touches

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2h 36m 30s logged

DungeonCards V0.1.5

(old DungeonStacks)

Menu and WindowManager


Implemented features:

Architecture changes:

  • Extracted window initialization and handling to new WindowManager class
  • New Menu class handled form WindowManager

Graphics changes

  • Custom font in menu (no plans on implementing in anywhere else)
  • Game title drawing with shadow

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2h 47m 49s logged

DungeonCards V0.1.4

Graphics update


Implemented features:

Graphics changes:

  • Background texture (thanks to NanoBanana)
  • Vignette drawing
  • Better card description rendering
  • When card is hovered it pops up a bit making game more interactive and immersive
  • Hands drawing itch.io

Architecture changes:

  • Better card interactions e.g.
    now attacking with weapon from backpack is impossible
  • Empty piles e.g. left hand is now lighted up if selected item can be moved to it

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2h 25m logged

DungeonCards 0.1.3


Implemented features:

  • Graphics :D thanks to 0x72 assets from itch.io
  • More spells
  • Added missing resolving interactions

TO-DO

  • Implement remaining graphics
  • Better UI
  • Start menu
  • High-score
  • Checkout previous TO-DO
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4h 23m 39s logged

DungeonCardsV0.1.2


Implemented features:

  • Added new item type SPELL
  • Added new spells and graphics
  • Added interactions for spells
  • Added context aware highlighting
  • Added hover card description drawing

TO-DO

  • Better graphics and UI
  • Start Menu
  • High-score
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2h 40m 3s logged

DungeonStack V0.1.1


Architecture changes:

  • Shaped and improved core mechanic.
  • Better randomness, now using weighted pool

Implemented features:

  • Added damage absorption item (shield)
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2h 26m 58s logged

DungeonStacks V0.1.0

First build to be called something playable.
Working on improving core logic.


Architecture changes:

  • Extracted interactions to InteractionManager (split monolith logic into smaller methods)
  • Added Element enum to Card struct to prevent “if-else” explosion

Implemented features:

  • Temporary drawings using Raylib shapes
  • Added fire and ice wands
  • Added fire and ice enemies
  • Added cards counter under piles
  • Fixed a bug where card elements were inherited by subsequent random spawns

TO-DO / Next Steps:

  • Handle victory/defeat conditions (Player HP <= 0)
  • Resolve text clipping issues using text wrapping
  • Replace temporary shapes with custom graphics

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3h 25m 2s logged

DungeonStacks

working on core mechanics and essentials
Implemented features:

  • Text centering on cards
  • Lose condition

Architecture changes:

  • Extracted game logic to separate classes e.g.

  • Game class

  • PileManager class

  • Pile class

  • Ui class

  • Removed GameState class

Need to be implemented:

  • Better visuals
  • start menu
  • more types of items
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1h 7m 17s logged

DungeonStacks
Core mechanics and essentials

Currently features:

  • Stack-Based Architecture
  • Tactical combat system
  • Dynamic UI and Centering
  • Card eneration
  • Interaction logic

Upcoming features:

  • Win/lose condition
  • Visual feedback
  • More interactions
  • More card types
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