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.
if you enjoyed yer time with this here vidya game, please give it a rating, pardner.
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 (77 total ratings) |
| Author | cryy22 |
| Genre | Strategy, Card Game |
| Made with | Unity |
| Tags | Auto Battler, Classes, Deck Building, Roguelike, Roguelite, Tactical, Turn-based, Western |
| 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)Mar 08, 2025
- 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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This was really cool, also I'll take any excuse to do funny accents
thanks for making a video, glad you liked the game! you got them accents down pat, pardner š
Much obliged pardner
I did a thing :)
congrats, pardner!!
I remember you when you were niche š„
if you have any idea why iām no longer niche please let me know
You're the 7th result in play in browser games
started from the bottom
wont let me drag and drop card on critter in tutorial (browser)
sorry the card playing is a little fiddly. in the tutorial you can only play the cards on the specific varmints
A little gameplay, a little critique ;)
watching now! thanks for making a video š„³
Only cleared the 'regular' campaign, but I have some immediate thoughts:
great feedback, UI definitely needs some polish. thanks for playing and for commenting!
Really good and creative game. Big fan of the unique combat mechanics and jobs system.
Cati (catsuses?) seem very strong, and both of it's upgrades too.
Gym rats and their upgrades felt a bit weak. Too risky, having a large chance of growing weaker over time, same for bodybuilder (wich I ended up not risking). Marathon runner felt more guaranteed, but didn't quite pull it's own weight
Magician was a tad hard to use, but very useful. Very thematic. Cardslinger had a lot of utility too, but Mage felt a bit weak. It seems that in order to compensate for it's insane power to cause damage before the battle starts, it's plagued with inconsistency, causing no damage during the actual battle and having two bad cards. Might have been better if I had stacked more Varmints to mitigate that, but my Mae run didn't get to last that long. Feel like giving it another try thou
Farmer was nice, but it's uprades steal the show. Corn cob was funny and unique, but ultimately hard to make use of. Chef was very strong if you managed to make on early, but multiple don't stack very well (they start buff each other) and it can be risky to use too many ribbons at the start on a lizard that won't help in the front lines, so it felt balanced
Medic felt bad when I was trying to use it with regular cactus cause it's overshadowed by crested, but it worked wonders with metal catcti. Chemist felt too risky so I ended up didn't trying it
A few wiggles with getting to activate the Crested party buff and the mercenary attack buff, but just cause this is the demo
What was a tad furtrating overall was how, depending on your strategy, certain guys could be useless, not being able to be upgraded into a tree you can make use of. Wasn't that bad since you could always just get a few more till you got what you wanted, and some trees are usefull even "off combo", but with more jobs and tress, that could become more annoying (unless the point is to force people to find a way to make use of all their troops, even the ones that don't directly combo, since this would only really start turning into a problem once you started getting close to the maximum amount of troops possible, wich I didn't, not even in the hardest dificuty)
Other than that, archers could be slightly confusing, and how a few skills ineract, as well as the mechanics protecting against stalemates, weren't very clear until I experienced them. Might be a me thing, but I would love more detailed explanations of those (as well as exlicit mention of things like how every number is rounded down) in some sort of in-game guide
Overall a pretty incredible and unique game, already wishlised!
Yeah, having some Vermints in backup made the Mage work out super well. Even the might cards feel like they could'v come in clutch in certain situations (thou that didn't actually happen)
WIth two cardslingers and full backup bodybuilder and especially marathon runner managed to pop off a bit. Still ended up losing the gulch thou because I assumed troops would ented from the support from left to right, not right to left
thanks for playing and for the writeup!! i agree with most of your takes here (especially chemist, definitely need to figure out a way to make them more viable). glad you wishlisted, itās been a long process but iām looking forward to finally getting this game released soon!
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 donāt 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 theyāre 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, iāll 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 iām 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 iām always around in the gulch guardians discord!! https://discord.gg/QTn9mBaEfF
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 ā enjoy! iām 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 iām glad you enjoy it!! sorry that you lost your progress š thatās a great idea, iām definitely going to add a āresume gameā feature at some point (not sure when⦠it is a lot of work) ā 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 š 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 iāll 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 iām glad youāre enjoying so much. thereās a discord if youāre 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⦠iāll 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 gamesā¦
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 thatās really high praise š
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 ā iāll 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
hehehehehe⦠even more stuffās gonna change soonā¦!!
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! youāre right about that team comp itās pretty OP in this build. iām actually okay with broken teams as long as there are more than one of them and theyāre slightly risky to pull off⦠hrm, the build iām releasing on wednesday is a major change to the strategy layer, iāll need to re-examine herb/marathoner afterwards and maybe do some rebalancing
hehe thatās 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, iām 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!
youāre correct, I havenāt done too much balancing yet while Iām 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 āsturdyā and I think giving it to the non-boss knights was a step too far.
Iāve been trying to update the itch version every Tuesday ā this week there wonāt 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! Iām pretty sure itās fixed locally but who can say for sure with nebulous bugsā¦. āmake one gigaunit with enormous max health and pray for Hot Springsā is probably the dominant strategy in the current build yes ā tomorrowās build introduces the āhealerā attribute that should allow for a little more diversity of strategy.