Creature Card Idle

Creature Card Idle

by Playsaurus
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Creature Card Idle

Rating:
3.8
Released: November 18, 2019
Last updated: April 17, 2020
Developer: Playsaurus

Tags for Creature Card Idle

Description

If you enjoyed this, check out my new game at http://www.eternalexodus.com

Idler meets TCG!

Each card gives resources per second. Use resources to buy new packs of cards. Strategize by placing them most efficiently in the play area.

Free with no microtransactions.

Steam version now available for Windows and Linux, with achievements and cloud saves, for $1.99 at https://store.steampowered.com/app/1188260/Creature_Card_Idle/

How to Play

Click the card you want to place, and then click where you want to place it. You can also drag cards around.

You can buy more cards on the Shop tab.

Hold CTRL to place a card into multiple slots.

Discord @ https://discord.gg/M3xxsB4

Developer Updates

Feb 3, 2021 5:49pm

New game in development: Eternal Exodus

Just wanted to let everyone know that I have a new game in development now called Eternal Exodus. It’s releasing on Steam, PS4, and Switch later this year.

This is a 2D monster-catching RPG, something of a combination between Pokemon, Final Fantasy, and Shin Megami Tensei. Catch & fuse monsters, craft items and equipment, play minigames, and explore a world map full of sidequests as you enjoy a catchy soundtrack and intricate plot.

Some more info is at
http://www.eternalexodus.com

Comments

0/1000
qrps avatar

qrps

Nov. 19, 2019

320
5

it would be nice if hovering over a card on a field would show the actual amount with all bonuses/penalties that the card gives

Fordesoft
Fordesoft Developer

This is a great idea and is next in my roadmap of features to implement. EDIT: this is sort of in place now; it will color-code affected cards to let you know which ones are being affected by the hovered-over card. I'll think about ways to add specific bonus text to the cards in addition to that, if it would be useful.

ToadTod avatar

ToadTod

Nov. 26, 2019

163
4

I would really like to be able to hide some cards. Often one card is strictly worse than another, and in those cases, I don't really need to see the cards to know that I don't want to use them.

Fordesoft
Fordesoft Developer

That's a great idea. On a technical level, that will be easy to implement, but I'm trying to figure out where to put it in the UI.. running out of space... hmm...

fralexandr avatar

fralexandr

Nov. 30, 2019

168
6

I feel card upgrades from gems shouldn't add to the card combining upgrade cost.
That should be balanced by requiring more more gems using something like a linear equation for gems.
They should be separate ways to upgrade the cards.

Danaume avatar

Danaume

Nov. 20, 2019

110
6

Wow, the 3rd map is so tiny. I almost feel like I need to break out Window's magnifier for some of the map slots. Might want to consider making the game itself larger so that you don't have to make everything so tiny.

Fordesoft
Fordesoft Developer

If it's safe to do so, I'll gladly increase the screen size. I've heard conflicting reports about what's too big for Kongregate, so I went on the smaller side to be safe. I don't want it to be slightly too big and ruin it for laptop users, for example. Can someone PM me some more detailed information about what's a safe screen size for the vast majority of users?

vegard20 avatar

vegard20

Dec. 12, 2019

48
2

The concept of Plains of War is pretty cool, but it sucks that placement doesn't matter anymore by making it completely static where you can place each card type and not having any horisontal or diagonal synergies.

Would be cool if some monsters and heroes had cleave or splash which hits adjacant cards and maybe boss cards that make nearby monsters stronger, but give greater loot. Some buff cards could also give buff to the monster/hero to its right or left too.
If not changing the whole expansion it would be nice to see more synergies in whatever you have planned next since straight lines remove some of the strategies of the other expansions!

Fordesoft
Fordesoft Developer

That's planned for the next battle realm, but I wanted to keep it somewhat simple for now because of the large learning curve with all of the new mechanics. Think of it like the difference between Intro Realm and Haunted Woods: there was a lot to learn when you first started playing the game in general, so if we'd started off right with Haunted Woods instead of Intro Realm, things would have been a bit much. ;)

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