
Stackmancy
Stackmancy is a fast paced card game with roguelite meta progression all about popping packs, stacking spells and eliminating enemies on your journey to become the Grand Stackmancer
Note: This is a playtest build so all feedback is greatly appreciated!
Wishlist on Steam - https://store.steampowered.com/app/3612610/Stackmancy/
Pop Packs
Stackmancy is a game focused on fast decision making where you have to quickly decide which spells to keep and which to sell to afford additional packs
Aquire Arcanes
As you defeat enemies throughout your quest, you will be able to choose from a selection of increasingly powerful Arcane spells. These Arcanes can be used repeatedly, combine with each other for powerful effects & are key to your success, so choose carefully.
Stack Spells
The ultimate goal of each quest is to defeat all the enemies as quickly as you can with rewards for the fastest times. If you can defeat all 10 enemies, you'll gain a new title, unlock the next quest and if you beat it fast enough, you'll be rewarded with powerful Arcane spells for future quests.
Power Passives
Regardless of if you win or lose, you'll gain experience, where each level grants a skill point which can be used to improve passive abilities and make you a more effective Stackmancer.
Updated | 21 days ago |
Status | In development |
Platforms | HTML5 |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | Quirky Duck Studios |
Genre | Card Game |
Made with | Godot |
Tags | Godot, Roguelike, Roguelite |
Development log
- Stackmancy v0.3 - Additional Playtest Feedback21 days ago
- Stackmancy v0.2 - Playtest Feedback24 days ago
- Stackmancy v0.1 - Art Updates33 days ago
Comments
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Interesting idea and good execution! But there should be some indication that some Arcane cards aren't affected by damage-boosting Arcane cards.
Thanks for the feedback!
Great point. I’ve just uploaded a new version that clears up the wording on certain arcanes, specifically whether they only apply to elemental spell cards
Got 2 suggestions for the game. 1: Have the monster cards element be colour coded. 2: light card colours should have dark text as a light text is hard to see.
Thanks a lot for the feedback!
Monster card elements have been updated to be colour coded and I've adjusted lighter cards/overlay opaqueness to make light text more readable.
Several other changes have been made in the latest version based on additional feedback such as spell card's power now also being represented by elemental icons.