Rogue Stacks
Don't forget to rate the game!
Rogue Stacks is a deckbuilder where you compete for the title of best Stacks™ (not trademarked) player of the universe© (also not copyrighted) in a deadly tournament!
This game was made for the Godot Wild Jam #73. The theme of the jam was Tower. It was inspired by Balatro, Dungeons & Degenerate Gamblers and the popular physical game Jenga. I ran out of time and couldn't implement all the enemies I planned, so I decided to make the game loop over them, which means it is currently impossble to win. There are 14 unique "cards" to play around and 5 enemy AIs to defeat.
Important: all you need to play this game is a mouse. But you need a mouse, otherwise you won't be able to play.
Credits
Art
Jorel (me!)
Fun fact, the art was also (technically) made with Godot:
https://orama-interactive.itch.io/pixelorama
Shaders
As shaders are such an important part of making the visuals of a game hit just right, I decided to start sharing the ones I use:
https://godotshaders.com/shader/balatro-paint-mix/
https://github.com/TABmk/godot-2d-shadow-shader
https://godotshaders.com/shader/diamond-based-screen-transition/
Fonts:
For this game, I used this amazing font by datagoblin:
https://datagoblin.itch.io/monogram
Music:
https://davidkbd.itch.io/pink-bloom-synthwave-music-pack
Sound Effects:
https://kenney.nl/assets/interface-sounds
https://coffeevalenbat.itch.io/sweet-sounds-sfx-pack
https://shapeforms.itch.io/shapeforms-audio-free-sfx
Comments
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this is fun game. but it doesnt have enough jenga blocks! short king + burning block is OP charged attack is good too. stressfull attack and defence are bad and attack and defense and basic are boring af
Thanks for the feedback! I'm working on a full version, this one is incomplete and very poorly balanced.
Congrats! 1st for originality, fun and controls! 2nd overall! I'm not surprised at all having played this game during the voting period :)
Thanks!
so crisp!!! do you have any plans to continue working on this? its such a fun idea that's executed pretty nicely. i like the idea that your pieces are jumbled up with the enemies pieces, you have to consider how your deck could actually harm you instead of helping you. lots of fun
Thanks! I'm glad you liked it :)
I plan to continue this, yes! This was made for a game jam and I ran out of time, so I plan to at least implement what I left out
Fun bit buggy with the take stress giving it and one of the guys colapsed the tower but i lost all my stats not them.
Thanks for the feedback!
Yeah, one of the stress pieces is not working properly. For the enemy, you are probably talking about Chaotic Chad. He is supposed to be a special enemy that does not suffer from collapsing the tower (although it is not explicitly said, his description tells you he "doesn't care if the tower collapses"). Now, if an enemy collapsed the tower but you lost all your stats, then that's a bug for sure.
well then every other time he collapsed the tower was bugged.
And if he always sets your stats to 0 when he collapses the tower how are you supposed to beat him???????????
I think you ran into a nasty bug, that was not supposed to happen. I'm very sorry
Btw, I can't update the game yet because it is a game jam entry that is still on the rating phase, but once uploads open again I'll be sure to fix those issues
One of the best games I've played in a while, congrats!!!
Thanks, I appreciate it! I might work on an update for it, so stay tuned :)
liked this a lot!
I'm glad to hear it!
This is a really good idea, follow through on this and you can make the next balatro
Thanks! I should probably change the background though... it would be a little on the nose
The background gave me Mothership vibes
So far best strategy for me is adding just one slime block, don't add a short king (that killed me). Adding pieces is bad nearly in every scenario as it amplifies risk. Maybe other versions are possible removing everything and then adding short kings I do not understand what effects that would have. It is a great idea but feels faulty as concept in execution a bit because you share the same pieces as the enemy.
I do not want to give my enemy the option to heal or one shot me or to give me strikes.
Thanks for the feedback!
This is a jam game and I ran out of time with this one, unfortunately. To put it in perspective, I implemented all the different pieces (which I think there are 14 of) and the 5 enemy AIs is less then 3 hours. I had no time at all to balance the game and had to cut some of the original ideas that could have made it less detrimental to add strong pieces, mainly passive items.
After the jam is over I'll try to take some time to balance everything and maybe even add the scrapped features to make the experience overall more enjoyable
I noticed the different behaviors of the enemies by name and that they are not entirely predictable as in I can't force them to topple the tower every time. Thats already good, the slime guy bringing his own slime pieces and then preferring them gives them character. The slime piece might just be OP, I just instantly saw the potential don't know if most do. Another strategy I didn't test as you always hit first during the calculation is dump the entire field with shortking and double attacks
Yeah, most of the enemies were supposed to have their own pieces to make them more predictable. Again, I had very little time to implement all of them
Wow this game blew my socks off, I wasn't expecting something this fleshed out and polished, but also this unique spin on a roguelite. This game deserves to win IMO. Nice job!
Thank you so much for the feedback! This means a lot to me :)
I just realized your username is "Sockhouse" and the game "blew your socks off"
;)
I think no blocks can be placed or nudged, but maybe I misunderstand how to play
It is not working on the web, I'm still trying to fix it
Hey, I fixed it, now it should work :)
Nice! I played through the loop twice. It seems pretty fun, but there's an inherent complication to getting new pieces since your opponent gets to use them too. Also I never saw slime blocks in the shop. In general, exploiting the enemy AI's inability to adapt seems to be the primary key to victory. Also the attack that adds stress to an enemy is super powerful-- if you 'collapse the tower' on an opponent they lose all their stats like normal but you can keep playing until you want to pass!
Thanks for the feedback :)
I had no time to balance things out and the pieces were all implemented in a rush, so there are a few bugs and exploits, but I'm glad you had fun