A wizard's greatest power is concentration. Cast spells and summon minions for insane combos, but you'll have to remember where the cards are first!

Recollectus is a roguelike deckbuilder take on the classic game known as Concentration or Memory. Your deck starts face down and unseen, but you can flip cards two at a time to try and find a match. Just remember where they were so you can find the matching pair!

Note: Work in Progress! This is an early dev build that I'm posting in hopes of feedback and suggestions. Please comment anything below or join our discord!

Game play:

  • Each Try allows you to select two cards. 
  • Cards Match if they have the exact same image. It doesn't matter if their point values are different.
  • A successful Match grants an extra Try.
  • Each enemy will shuffle its own curses into your deck. These may be low-scoring annoyances (like goblins) or could damage or debuff you if matched. Try to avoid matching red cards.
  • If you have less than nine cards in your deck, blank cards will be dealt that have no benefit from matching and do not grant an extra try.
  • Early rounds can be won just by matching cards. Later rounds will require powerful Combos to score enough points. Between rounds, Draft cards that Combo well with the cards in your deck.
  • Make it all the way to round 25 and declare Victory, or Keep Playing in endless mode.

Jam Team:

Additional Assets By:

  • Kevin MacLeod (incompetech.com) - Music
  • Splashdust - SFX
  • Admurin (admurin.itch.io) - Enemy & Player Sprites, some Cards
Published 21 hours ago
StatusIn development
PlatformsHTML5, Windows
Rating
Rated 5.0 out of 5 stars
(2 total ratings)
AuthorSlightlyMadman
GenreStrategy, Card Game
Made withGodot
TagsDeck Building, Fantasy, Pixel Art, Retro, Roguelike, Tabletop
Average sessionAbout a half-hour
InputsMouse

Download

Download
recollecto-redux-win.zip 88 MB
Version 23 1 hour ago

Development log

Comments

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Super fun - a few items of feedback:

  • Once your deck gets large it takes a while to watch all the cards get shuffled into it. Might make sense to just have the animation send'em all at once.
  • There's no way to see how much damage is coming your way at the end of the round - feels bad to put up a bunch of damage and then die.
  • Need a way to remove cards - builds change as you are presented with new options.
  • Need a way to increase the likelihood of some cards making into the deck.
  • The treasure rooms feel bad - I spun 10-20 times and only won once. Maybe every spin can provide points so you've got some kind of progress for spending coins?
  • Damage impacts of buff interactions aren't clear at first - maybe instead of the multiplier fire animation there can be some sort of attack animation where effects are added as the multiplier grows.

That's all I've thought of for now - again, great game and fun concept!

Thanks, this is great feedback!

Once your deck gets large it takes a while to watch all the cards get shuffled into it. Might make sense to just have the animation send'em all at once.

Great point, this was a recent change that I didn't test much into late game. I'll set a maximum time cut-off here so it will deal much faster beyond a point.

There's no way to see how much damage is coming your way at the end of the round - feels bad to put up a bunch of damage and then die.
Good idea, I can add a display next to the enemy that lets you know how much damage it will deal.
Need a way to remove cards - builds change as you are presented with new options.

There is actually, on the Draft screen (after combat) you can view your deck and remove cards there for 1 coin each. I should make that more obvious, and also should probably make it possible to do so from the map screen as well.

Need a way to increase the likelihood of some cards making into the deck.

I have a concept in the code called "topdeck" that always deals cards with it first, but none of the cards in the current build have it. I'll be expanding on this more though as I think you're right that's needed.

The treasure rooms feel bad - I spun 10-20 times and only won once. Maybe every spin can provide points so you've got some kind of progress for spending coins?

Yeah 100% I'm going to change these right away. I think I will make them less common and only give the 1 free spin (since spending coins is generally a waste), as well as adding some wildcard slots to them to increase the odds.

Damage impacts of buff interactions aren't clear at first - maybe instead of the multiplier fire animation there can be some sort of attack animation where effects are added as the multiplier grows.
I need to work on the attack animations a bit for sure. I think block needs its own animation, and to show more clearly when it's deducted as well. That's a great idea that the more combo points you have, the more involved your attack animation should become!

Thanks so much for playing! I'll try to fix as many of these as I can and get an update out in the next couple days!

(1 edit)

Love the game, can I make a discord? or is there one already

Thanks for playing! Here is a link to the discord, thanks for reminding me I'll add it to the page: https://discord.gg/DUDhbKV67a