cardTD is still in development!


Hello! It's been a while, but cardTD is still in development! My vision has jumped around a bit from v1.6.0 (cards as equipment) to v1.8.0 (deckbuilder) to the in progress v2.0.0 where I realized I stink at making deckbuilders and I've gone with a hybrid approach.

v2.0.0 is almost ready for testing so hopefully it won't be too much longer. A big pain point was the port from Godot 3.5 to 4.2 which put me off the project for some time, but I'm actively working on it daily again.

Here's a sneak peek at some of the changes in v2.0.0.



Roads are gone. Bugs attack from all around and you have towers to defend. A proper tower defense!


Deck building has been simplified to card building. You get a random selection of cards from the static deck every wave and have special cards to increase the power of the other cards in your hand. For the most part you only get to play a card once, so choose your unit wisely.

There is a new attack scope and damage types have been redesigned. Most are party-centric now with a few outliers for your DPS units. The aim is to require synergy between party members and avoid gameplay that can be solved by simply playing all your damage cards on a single unit.

The UI has been made dynamic so it can scale better for high resolution monitors and the camera can be zoomed and panned.


Thanks for reading. See you in v2.0.0!

Files

cardtd.exe 61 MB
Version v1.8.1 Apr 16, 2023

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(1 edit)

I like both the current and old card systems. I do not understand these sneak peek changes, but I'll wait to try it out. ("Cards as equipment" could've used a crafting tree visual aid tho.)

Edit: Just figured out how easy it is to infinite in the deck builder version, I'm starting to understand changes.