Knight's Path is a hand-drawn deck-building roguelike card game.

The battle system has been overhauled.  You can now play up to 3 cards per turn, against up to 3 enemies.  Certain cards can also be used more than once.  New features include being able to upgrade/repair cards.

Every card is used up when played, so your managing your deck is just as important as managing your health. As you traverse through the lands, you will be able to meet various denizens of the world and explore dungeons filled with monsters, to earn rewards to help you on your quest.

Everything after you start the game is randomly generated, allowing each play through to be a different experience.

It is being developed with the Godot Engine.

I appreciate comments, feedback and suggestions~!

StatusIn development
PlatformsHTML5
Rating
Rated 4.3 out of 5 stars
(9 total ratings)
AuthorAeternuxolus
GenreStrategy, Card Game
Made withGodot
Tags2D, Deck Building, Endless, Medieval, Perma Death, Procedural Generation, Roguelike, Roguelite, Singleplayer
Average sessionA few minutes
LanguagesEnglish
InputsMouse, Touchscreen
LinksTwitter/X

Development log

Comments

Log in with itch.io to leave a comment.

work back after few reload page, but its still bug

the game is broken, i dont get a card, how you can make thats big mistake

(1 edit)

Hey, thanks for the game! Quite impressive for a one man project!

Slay the Spire is my favourite: I spent more than 500 hours there %)
And IMHO it's a very hard task to make something good like StS. It has very diverse but balanced gameplay and VERY polished UI - easy one of the best I've seen in games. StS has many different and interesting mods. AND there are dozens of similar titles (some quite good) created by large and small studios. So this genre of collectible card rogue like is very competitive as I see it.

But you are very persistent in working on this game. I am very interested what are your reasons to continue developing it? And what are your goals and plans?

BTW, also found the link on Godot forums.

(+1)

Thank you for the comment!

This is actually my first project and the reason for working on it in general is to learn more coding.  I started working on this before I heard about Slay the Spire, and meant for it to just be a card game that I thought about a long time ago.

I'm currently working on a new project, ultimately for the same reasons.  I do plan to revisiting this game, because I still have a lot of ideas and I'm hoping my ability to code will improve more so that they can be implemented.

Found this game from Godot forums. Great work on this! I think it has a lot of potential, aesthetically and mechanically.

The art-style is very consistent throughout the game, which kept me engaged. The attack animations between actions are a great detail, too. Just the buttons and fonts broke that consistent feel for me, and could use more TLC.

I'm curious where the depleting deck concept can go, and I think it also presents a lot of unique challenges. I think it makes it more of a resource management game with rpg elements, than a classic deck-builder. I'd love to see this game double-down on that, open-up the world, and allow players to go back to previously unlocked areas and shops.

I think currently the game runs the risk of trapping the player into dead-ends where they are playing without hope of making it to the end. This could be the result of a few bad decisions they made too long ago to learn from, or from just unlucky RNG. Also, not sure how time factors in? I'm afraid that's going to be another dead-end situation, where I can't win because I took too much time?

I have more thoughts, but don't want to do a whole brain dump right now. Best of luck and I hope we can chat more later!

Thank you for the feedback!  I hope you enjoyed the game~

I never considered my game to be resource management, but the moment I read that, it clicked.  Everything in the game is a resource, even time - which is really just a trade off for getting bonuses, in exchange for the boss getting stronger.

Game balance is definitely a concern for me.  I don't think that taking too long would make the game impossible to win, but it does make it harder.  The cards I think holds the most importance, so RNG is definitely still the biggest factor.

I'm looking into some way to implement logic that will favor the player more when they're suffering from bad RNG.

I actually did play it a second time after posting my first comment. My second play-through (Sword Knight with Sword Mastery) was orders of magnitude easier than my first (Hero Knight with Regeneration). So yeah, there's more work to do to make the battles fun and balanced. Godspeed!

Thanks again for the feedback.  I think balancing the game will be the most difficult part.. must make sure all options can work to some degree.

(+1)

You need more player feedback!

tooltips for keywords on cards and an indicator for the next enemy action are minimum

also an explanation of the bonus card in your char selection would be nice.

good luck with the project 

Thank you very much for the feedback! ^^

I recently coding in a prompt that shows the enemy's next action.  I like the idea of adding a tooltip for the keywords specifically.  I will definitely look into that!

Thank you for taking the time out to leave a comment, and I apologize for taking so long to reply.. x.x

While being able to deck out is an okay lose condition, not having any way to recycle cards makes the deckbuilding strategically simple; I just want to have as many cards as possible all the time and there's no real cost to having garbage cards in my deck.  Consider adding a condition under which the deck is reshuffled, perhaps after each boss.

Thank you for the feedback.

I think reshuffling wouldn't be too bad to have - I also considered cards that can save themselves from being used up, or even a chain card that can do so for others. 

I will definitely keep this into consideration.

(Sorry about the delayed reply.)

(1 edit)

Liked the game. Not sure if it's a bug but ran out of deck in dungeon. Also if you run out of deck by using chain card then you get stuck and can't do anything because you can't end your turn since there's no card to choose to end the chain.

Thanks!

The deck is meant to be a resource, like health, so being able to deck out is intended.  However, I'm currently re-evaluating dungeons - it is meant to be a high risk high reward option, but they might be a bit draining on the deck count to complete..

The chain card issue is definitely a bug though - and I will fix it by the next update.  Thank you for letting me know!

Pretty cool. I would think that if I have two cards with chain, I could add in a third, but this didn't seem to work. Perhaps it would be nice to have some text somewhere you could click to get more info on what effects the card you played had. Also idle animations for the characters would be nice addition. :-)

(3 edits)

Thank you!

I felt like being to stack chains would be too powerful, but I'm considering having
specific chains be capable of chaining before a chain.. or something like that, lol..

I definitely will add idle animations eventually, and other monsters/enemies too!

Thank you for the feedback~

Edit: Formatting, because it's my first time posting on Itch, lol..