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Original Card Game with Survival Mechanics

A topic by Akiba4Games created Apr 16, 2026 Views: 180 Replies: 3
Viewing posts 1 to 3

Hi everyone!

I’ve been working on a card game with a completely original gameplay system, so original that there’s nothing quite like it out there. Since I can’t rely on existing benchmarks, I’d really love your help.

I’m looking for players willing to try it out and share as much feedback as possible.
Your impressions will be incredibly valuable to refine the mechanics and push the game to the next level!

https://akiba4games.itch.io/deepdrawdungeon

Oh hell no. Someone needs to take you down a peg. You sound very arrogant. I guarantee your claim is bunk.

First thing I noticed. The games font, the text, is very "Celtic" but only some of the letters. It looks like two different fonts. And harder to read than it should be because there is no backing.

I am grateful the story at the start of the game is short because it is bad. I don't know why games do this. If you are not going to have a story that is fine. Not every game needs a story. Don't half ass it.

The text is white with a black border and no backing, except when it is black with a white border and a tan backing.

I made it to the town and your claim there is no other game you could even begin to compare this to is a lie. This is a very basic deck builder. It is a deck builder but you have to balance secondary resources. Like most deck builders. If I wanted to be generous I could compare it to Darkest Dungeon which I assume you want people to do because the title. I stopped playing at the town for a very simple reason. Deck builders are at their best when they are simple. Adding more things to keep track of does not make the game better.

If there is a way to skip taking new cards I did not see it. Forcing players to take card could be an interesting idea, but you have EXP, equipment, three different resources, card priority, classes and rock paper scissors combat, on top of the mandatory card adds. Pick a lane.

In conclusion a little humility goes a long way. I could and would be nicer if you didn't come off as arrogant.

One more thing. If there is no bench mark I can't give you feedback. I have nothing to compare it to. :)

Thanks for taking the time to share your thoughts, even the harsher parts are useful to understand how the game is perceived from the outside.

You’re absolutely right about one thing: the way I phrased my post clearly didn’t land as intended. I meant “original” in the sense that the mechanics don’t map cleanly onto a single existing title, not that the game is beyond comparison. Your reaction makes it clear that I should have communicated that better.

Regarding your points:

• About the story:  
What you saw is only the initial incipit. My intention is to expand the narrative through quests, discoveries, and events found while exploring the maps.
The intro alone isn’t meant to carry the story.

• About the deckbuilder complexity:  
The core system is actually quite simple. The three resources are mostly a framework the player uses when building a deck, and equipment is there to support different deck styles. The goal isn’t to overwhelm the player with systems, but to give them tools to shape their approach.

• About card additions:  
Cards you pick up during dungeons are meant to be part of a survival-focused loop. They’re not permanent deck bloat, they’re tools to help you get through that run. The idea is closer to adapting on the fly but still thinking on what cards you would like to acquire and use to improve your deck later.

• About the overall direction:  
The game could be a straightforward deckbuilder like many others, but that’s not the direction I’m aiming for. I’m trying to explore a slightly different structure, even if that means I still need to work on making the systems clearer and more intuitive.

Your feedback helps me understand where the communication and onboarding fail, so I appreciate you pointing these things out. I’ll keep iterating to make the experience more readable and coherent.

Thanks again for giving it a try.

(+1)

I am sorry about the way I said what I did. I can get worked up pretty easily. Although I do stand by what I said I should have been nicer. I do know I was being too negative. Good luck with the game. I genuinely want to see it grow and improve. :)