
Recollectus
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:
- Ben Sarsgard - Programming
- Mike Callahan - Game Design
- Mel (@delinquentgalaxy.bsky.social) - Art
Additional Assets By:
- Kevin MacLeod (incompetech.com) - Music
- Splashdust - SFX
- Admurin (admurin.itch.io) - Enemy & Player Sprites, some Cards
| Status | In development |
| Platforms | HTML5, Windows |
| Rating | Rated 4.9 out of 5 stars (7 total ratings) |
| Author | SlightlyMadman |
| Genre | Strategy, Card Game |
| Made with | Godot |
| Tags | Deck Building, Fantasy, Pixel Art, Retro, Roguelike, Tabletop |
| Average session | About a half-hour |
| Inputs | Mouse |
Download
Download
recollecto-redux-win.zip 88 MB
Version 25 Jul 29, 2025
Development log
- v1.3.0 - RemoveusJul 29, 2025
- v1.2.1 - HotfixJul 23, 2025
- v1.2.0 - ReshuffleusJul 23, 2025
- v1.1.0 - RelaunchusJul 22, 2025





Comments
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Is the slime supposed to always get all of it's goo curses in every round? Seems antithetical to the deckbuilding and combo making, that this monster gets to cheat the shuffle and negates your combos before you make them.
Yes, although I'm happy to revisit this if it's not fun. The Slime's curses always shuffle to the top of the deck, but also have a fairly weak debuff that only triggers on combo instead of match. So the idea is basically that the Slime bogs you down and makes it difficult to put combos together.
I have noticed in playing that this is by far the least fun enemy to go up against though, so I think I'll tweak it a bit, possibly at the very least by removing one of its curses so it doesn't quite as totally take over your deck.
once the enemies damage gets to 40+ there's really no strategy other than having only cloaks. which would make for an absolute slog to deal 200 damage.
a few suggestions:
-expand board to have more matches as levels go down.
-expanding permanent buffs beyond wine and potion, perhaps more ways to spend coins
-multiplier applies to defense and healing and maybe coins
Thank you, yes I agree that the late game needs more balance. Applying the multiplier to buff effects is a good idea and I think it will help a lot. I'd like ta also add artifacts that can have passive effects or effects at the start of a new combat, which should help the player survive better. I will also be adding more features to the map, like rooms where you can heal back up to full.
Having more matches is an interesting idea, it would make things slightly more difficult in theory but since it would allow additional cards to be played you're right it would increase your chances of survival if played well.
Super fun - a few items of feedback:
That's all I've thought of for now - again, great game and fun concept!
Thanks, this is great feedback!
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.
Good idea, I can add a display next to the enemy that lets you know how much damage it will deal.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.
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.
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.
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!
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