About

A roguelike card game where you place Tokens on top of Tiles to generate resources and expand. Place any Housing tokens you might draw on time to avoid taking damage.

Early in development, about 15 minutes of playtime to finish a run. There are 4 biomes and 46 different cards so far. Deckbuilding is coming in a future update.

If the Web version doesn't work properly, please try the Desktop version. And play in fullscreen!

Originally made for the Ludum Dare 54 Game Jam, with theme "Limited Space".

Controls

Mouse Left Click - Interact

Mouse Right Click/Esc Key - Cancel current action

Esc Key - Pause

WASD - Move the camera. Or drag with right/middle click.

Development

Join the Discord server to leave feedback and get notified of updates! https://discord.gg/y2vtUQw6

This game is in active development, with the goal to release weekly updates.

Download

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Click download now to get access to the following files:

ExploitTheTiles-windows-v0.1.0.zip 30 MB
ExploitTheTiles-linux-v0.1.0.zip 32 MB
ExploitTheTiles-windows-v0.0.3.zip 30 MB
ExploitTheTiles-linux-v0.0.3.zip 32 MB
ExploitTheTiles-windows-v0.0.2.zip 30 MB
ExploitTheTiles-linux-v0.0.2.zip 32 MB
ExploitTheTiles-Windows-0.0.1demo.zip 30 MB
ExploitTheTiles-Linux-0.0.1demo.zip 32 MB

Development log

Comments

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Pretty neat!

Exploit the Tiles Gameplay

https://youtu.be/5bZ4vY7bcMg

(1 edit)

All my wishes have come true!  Haha so much better, way easier to focus on the core game now

I currently have two points of confusion, the first is whether or not I have a deck or if I'm just drawing random cards from the pool; I'd guess not since there's no deck counter, but the idea of selling / buying cards makes it feel like I should be keeping the cards after I play them?  A bit unclear to me

Second is idk what determines when you draw houses- is it another timer? And after you get four of each tile, is there anything to stop you from just selling everything you can't use until you draw the four houses?

+ Minor things: I'd like to see is a timer on the card draw like on the shop. 

The card text definitely needs to be a bit bigger

At the moment, card draw is random but weighted. The card pool is fixed since there's very little content.

Housing cards are timed, yes. While nothing stops you from doing that, it shouldn't be possible in the future with proper balancing. They will come in different shapes, take significant space and require rarer biomes.

I just joined another jam that ends in a week, after that I'll focus on 1 or 2 big batches of new cards before adding proper deckbuilding :) Still not sure if I will make the game a Roguelite or level-based.

I'll have to change the card layout and size sometime to allow for more & bigger text. Biggest roadblock atm is the lack of space, so I'll have to implement fancy animations for that.

Cool game! I like the aspect of managing space as a resource, and making you have enough biome tiles to fit the cities.

A couple areas for improvement: 

the first couple minutes of gameplay really suck because you're trying to read all these cards abilities while the clock is ticking, and because the cards unhighlight when a new card appears cause they get shoved to the left lol

Having to click into the shop to see the options makes me forget to ever check, I'd prefer to be able to at least see what options are available.

It's not clear what spells are to me at a glance vs tokens vs tiles, figured it out towards the end of the game.

>>I hate edge pan let me disable and / or use right click drag to pan!

Looking forward to updates :)

(+1)

Thanks for the feedback!

I agree, the card changing position like that leads to some bad UX given how fast cards are drawn and created. I will now submit a patch that makes their position static to alleviate that.

As for the shop, I had planned to add a refresh notification and show the timer near the button but didn't make it in time x) I'll add that very soon.

There will be an introductory level with instructions eventually. Though most likely I'll add 1 or 2 last core mechanics first.

You can pan the camera with WASD too, fwiw. I will add an option for right-click drag and make it the default soon. The edge pan is a carryover from being used to RTS games and I really didn't think that through lol.