Porticullis is a medieval card game in which your units cannot be trusted, every turn all units lose 1 loyalty and will be removed from play when hitting 0.

Start the game by building your deck

earn a card from the enemies deck after each match

see how far you can progress, enemy gains more cards in their hand and  more command points as the matches progress

made for Brackeys 1 week game jam

art and coding : Gat

Music and Sounds  : Van 


Afterthoughts:

Never made a card game before and this was probably a bad idea to try for a jam, Im happy that I was able to finish something even it is a little jank. I underestimated the amount of visual cues needed for a card game like this  and i had accumulated too much technical debt by the time I realized it. Learned alot. Also didn't have a great grasp on the gameplay before starting, ended up with alot of scope creep.

Bugs Fixed:

- Enemy card not populating after match

- vanguard units being able to deploy in the backline

- flagmen not stopping loyalty loss

- misspelling the title on the main menu...

Updated 2 days ago
Published 6 days ago
StatusReleased
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorsGat, Mickalo1110
GenreCard Game
TagsMedieval
ContentNo generative AI was used

Download

Download
linux.zip 45 MB
Download
windows.zip 52 MB

Comments

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This is quite an entry: the deck-builder X auto-battler twist is fun and worth exploring further and the music/sounds are great (and given enough time and effort, would likely be less repetitive—it is the result of a game jam after all).

I do think the UI would need a bit of something to help the player understand where the resources are. I had no idea where on the screen I could find my resource pool until eventually I saw those little yellow circles crammed near the bottom of the screen. Maybe make them wiggle or crack or glow when you grab a card to show how much it would cost? Something to make them stand out as an important piece of information for the player. Also, it's not clear how cards deal damage to the player. I had to study the game and what was happening to figure out that cards were supposed to reach the second-to-last rank in order to deal damage (minus ranged cards). Maybe a bit more of a visual distinction from regular card spaces vs. important player backline spaces?

Building your deck upfront is an interesting choice. I personally find it a weird one, given when you first start a deck-builder you have no idea what the cards/decks will function like, so expecting the player to build their own deck seems almost like setting them up for a failure they will have little ability to learn from. I think maybe just give them a static starting deck, and then let them adjust as they learn the deck and the game progresses.

Honestly, you could flesh this game and its mechanics out into a fun full-fledged deck-builder. Nice job.