Cards n' Varmints
rip-roarin' cute western turn-based card tactics autobattler with one heckuva job system.
a game by cryy22 (design, programming, art, music).
logo and illustrated cactus cowboy by Beau Blyth.
formerly known as "gulch guardians".
this here's the "EARLY DEMO" version — wishlist on STEAM for the full enchilada. demo includes 19 jobs out of at least 60.
THE "GAME LOOP":
- fight them interlopers with cards n' autobattles
- pick varmints to promote into better jobs
- switch up yer team fer the next battle, pardner.
thanks fer readin', and thanks fer playin'.
-cry
Status | In development |
Platforms | HTML5, Windows |
Rating | Rated 4.6 out of 5 stars (58 total ratings) |
Author | cryy22 |
Genre | Strategy, Card Game |
Made with | Unity |
Tags | autobattler, Classes, Cute, Deck Building, Roguelike, Singleplayer, Tactical, Turn-based |
Average session | About an hour |
Inputs | Mouse, Touchscreen |
Links | Steam, Steam, Community, Twitter/X, Homepage |
Download
Download NowName your own price
Click download now to get access to the following files:
cards_n_varmints-v0.41.1-demo-windows.zip 43 MB
Development log
- new name (+ new job)46 days ago
- GGv0.39 ~ 6 new jobs + more stuff i forgotOct 18, 2024
- GGv0.35 ~ continuityOct 17, 2023
- GGv0.34 ~ floatin'Sep 19, 2023
- GGv0.33 ~ hold up... let him refactorAug 24, 2023
- GGv0.32 ~ cards? yeah. i sling thoseAug 07, 2023
- GGv0.31 ~ it's a new dawn, it's a new dayJul 24, 2023
- GGv0.30 ~ get ledger'dJul 07, 2023
Comments
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I really liked the game, I tend to play it when it gets a new update of some sort, I have finally managed to beat the hardest mode, here's what i think about most of the varmints:
medic: feels very..... win more, its doesn't feel very strong early or mid game, since it doesn't have that much health and healing such a minor amount isn't gonna matter much if it dies really easily. I suspect it will be better with the final release of the game when there are stronger enemies and varmints.
magician: looks strong on paper, but is just too frail and doesn't scale well late game, it's evolution, wizard shows some potential, but haven't really tested it.
soldier: extremely good early game, decent late game, but tends to fall off late game, resilient is a very strong ability, allowing it to survive multiple fatal wounds over the rounds, feel like its evolution, mercenary is also suited for late game with its ability to use points as extra damage, overall a pretty well balanced card that has its uses.
gym rat: very good varmint to have, can be a bit awkward to use but having 1 feels necessary due to how strong marathoner is, permanent stat buffs are very strong in this game, overall it's a strong varmint but is balanced by it's removal of stats and the necessity to evolve it quickly.
farmer: the varmint seems really handy, synergizing extremely well with gym rat/marathoner due to it's ability to cycle cards quickly in hand plus it's evolution: chef, gives a varmint +1 +1 which is extremely useful along with having a slightly better version of the farmers cycling ability.
Saguard: really feel like this class was the strongest, my winning lineup for the final battle was 4 metal cactuses along with 1 saguard, I really feel like the pure stat buffs are just so strong throughout the game, saguard basically has "get 4 health deal 4 random damage" and metal cactus improves on that with dealing 1 damage at base stats which goes a long way when upgraded with chef and marathoner.
Overall, I felt like saguard was the best varmint, with gym rat and farmer being necessary to have for there stat buffs, soldier is decent with it's survivability, damage, and mercenary evolution. magician felt the weakest, while healer felt like it was a bit weak now but might be more viable when the game comes out and there's more waves of enemies.
nice game pardner
thanks so much for playing pardner, and for this super detailed write-up. i think your assessments are pretty good and similar to how i feel about the state of the balance of the game. once the full game is out all the balance is going to get upended because of synergies and the fact that getting a specific job will be much less reliable, but that does mean that i don’t put a lot of effort into balancing the demo, to be honest. interestingly a lot of people have very different opinions about medic (and promotions), some people think they are super weak, and others think they’re OP. i think the truth is somewhere in the middle and also depends a lot on how you use them and general playstyle.
thanks again, glad you enjoy the game. looking forward to your thoughts on the final product!
No problem pardner!
One of the things I noticed when playing the game was that the archers were very tricky to deal with since it was hard to determine who they would hit, not sure if it's intentionally tricky or not. Which is partially the reason why I went metal cactus, lower health units could easily get whittled down unexpectedly and cause me to lose too many units at the start. Also, using the metal cactuses was kind of "brute forcing" through many of the enemies since they give such high stats compared to other classes, one of the hardest things to balance in these kinds of games is making it so the gimmicks are viable as well as making the more stat based units viable.
That's all I got to say pardner see ya!
"what am I, some kinda gulch guardian?"
name a better gulch guardian, i’ll wait
hiii, i hope you're still active, i sent a friend request on discord! the game is brilliant!!!
hey thank you!! yep still active, i stopped publishong demo updates because it was taking too much time but i’m still working on the full version
that's awesome! i hope you're enjoying and taking care of yourself, can't wait for the full product!
also,i sent the friend request on discord hoping to talk/ask you about some things but if you're too busy i understand!
sorry i missed this, i try to keep my friends list to irl and coworkers only but i’m always around in the gulch guardians discord!! https://discord.gg/QTn9mBaEfF
THERE’S CUTSCENES NOW???????
AN ENCYCLOPEDIA??????
yeah i’m picking this back up
time for my cacti gang to once again dominate
welcome back pardner
this team is insane
yooooo sweet build!! big game hunters are underrated imo
This was fun! It took a couple of job ups to discover a real synergy (big shot and metal cactus), but when I got there I was untouchable til the end. I also like that I didn't play the tutorial and was still able to figure it all out on the fly.
tyvm for playing!! glad you had fun ^.^
music is a bop
tyty!!
cool
tyty
Damn, this game made me interested in the deck building genre, thanks for that! (Amazing game btw, hoping all goes well til it realeases)
hey thanks so much, glad you enjoyed the game! still working on it!!
is the music available or for sale somewhere? extremely catchy soundtrack
hey sorry for the delay!! busy week.
i put the soundtrack up on soundcloud for you: https://soundcloud.com/cryy22/sets/gulch-guardians – enjoy! i’m glad you like my music!!
thank you! going to get a lot of listening out of these!
What an amazing experience, parder
thanks pardner, glad you enjoyed it!! ^.^
The game is so good and the pixel art is probably the best I've seen! Probably one of the best games I have played on here. But one small suggestion I have is to add a "Load Feature" that resumes a run if you exit out of a tab. Tysm for making this game and updating it regularly
awww thank you so much i’m glad you enjoy it!! sorry that you lost your progress 😅 that’s a great idea, i’m definitely going to add a “resume game” feature at some point (not sure when… it is a lot of work) — but sometimes with the way web browsers work, when you reload the tab all progress will be lost no matter what the game developer does 😞 so i always recommend if you want your data to persist between plays that you should try using the downloaded version just to be safe. thanks again and hopefully i’ll have that resume game feature for you soon!!
just so you know, i added a continue feature in the last patch! it works in the browser so if you accidentally close a tab you should be able to pick it back up.
full marathon build for the win yaaaaaaa love this game
yesssss caveman strats!! REALLY BIG SMASHERZ. ty for playing!!
hoohoo muscles together stronk
ima try gunslinger cuz it is actually one of the only cards that caught my eye, the musket also caught my eye too ima try that after
this game is amazing thanks for making it
thank YOU for playing it i’m glad you’re enjoying so much. there’s a discord if you’re interested (link on the game title screen)!!
okay full healing cactus op
Yo this game is great, fantastic work! I really dig the aesthetic and the personality added to the varmints, and the class system is super fun. I'm a little nervous to try a different scenario, I was so pumped on my first loadout after I achieved infinite Chemist heals with my marathoner bros
thank you, really glad you liked it!! chemist/marathoner is super fun, good luck in your next run ^.^
Really fun and quite unique, i really love the Wild West style it has to it too! I just kinda wish that maybe if you win, you get to keep the bloom ribbons you have for a future game, idk, it's cause sometimes it just feels useless to have em there at the end at least...
thanks for playing, glad you liked it, and thank you for the feedback!! hrm… i’ll have to think of a way to use the bloom ribbons after you win, maybe they can be used for unlocks or something in between games…
One of the best games I've played on this website !
The job system reminded me a bit of Fire Emblem / Final Fantasy Tactics, it's really well done !
Can't wait for the steam release !
thank you so much! there are some incredible games here so that’s really high praise 😁
I actually was playing loads of final fantasy tactics advance while working on the job system; really cool that the inspiration shines through. thank you for supporting the game – i’ll do my best, pardner!!
I really enjoyed this! I love the way the music changes. The jobs seem really creative and I like how many options there are in combat. The pixel art is a little rough, but I can see this shaping up to be really cool!
hey, thanks so much for playing and i appreciate the feedback! definitely lots more work to do on all fronts
wow
that pretty much summarizes my reaction to this update
i went from being able to beat this blindfolded..
..to struggling to survive more than 10 days.
the reserve mechanic was a good idea
and now i can’t just simply rely on marathoner to get me through everything
i have yet to win again..
i give this update 7 vbucks out of 3 sugar cubes
hehehehehe… even more stuff’s gonna change soon…!!
So, a marathoner and a herbalist are unbeatable once herbalist gets around 10 attack, after that you can increase attack of marathoner once or more to not get stalemate defeat. You can sprinkle some bigshot on top for that sweet-sweet extra draw, just don't make him evasive, it may or may not break stuff after he gets mild again.
How to solve? Maybe add healing reduction or enemies which heal when your squad heals (maybe excluding healing from cards), but I'm not a game designer so adding "healing stealing" may or may-not make the players who use marathoner-herbalist combo unknowingly dig their own grave and be frustrated.
whoa thank you for playing and great feedback! you’re right about that team comp it’s pretty OP in this build. i’m actually okay with broken teams as long as there are more than one of them and they’re slightly risky to pull off… hrm, the build i’m releasing on wednesday is a major change to the strategy layer, i’ll need to re-examine herb/marathoner afterwards and maybe do some rebalancing
just learned that characters with the mild trait can actually attack under..
certain circumstances
cool game btw
hehe that’s right! i want to add a few more of those little moments scattered across the game, especially once i open it up into a more roguelike style.
thank you for playing and commenting, i’m glad you like it!!
This is a really nice prototype! The difficulty level is brutal though, and even when I get high-roll stats at the beginning I still get rocked.
And I am a Super Auto Pets sweat with tons of victories! I have to ask, have you ever been able to win this? or were you not concerned with the balancing yet because it's still a prototype?
hey thank you so much for playing and for the feedback!
you’re correct, I haven’t done too much balancing yet while I’m still adding lots of new features and stuff. I do always make sure to beat the game at least once before updating on itch.io but yes this most recent build is really over the top difficult. This is the first build with “sturdy” and I think giving it to the non-boss knights was a step too far.
I’ve been trying to update the itch version every Tuesday – this week there won’t be much changed thanks to the game jam but I did fix some balance stuff.
It's cool you're updating frequently! About the sturdy modifier, I did encounter a bug that happened twice- It will sometimes be applied but not apply the indicator onto your character. It still saves them from death, but just doesn't show the S. I think this happens if one character takes the sturdy modifier more than once? I was heavily relying on the strategy of stacking one unit with health and praying for heals.
ah yes that stupid bug! I’m pretty sure it’s fixed locally but who can say for sure with nebulous bugs…. “make one gigaunit with enormous max health and pray for Hot Springs” is probably the dominant strategy in the current build yes – tomorrow’s build introduces the “healer” attribute that should allow for a little more diversity of strategy.