A downloadable game

A roguelike shooter with a deckbuilding twist: stacking cards to create unique attacks

The full release is out! Find it here:

https://store.steampowered.com/app/3658670/Palette_Cards__Chaos/

In Palette: Cards & Chaos, you play as a water spirit with a giant paintbrush, fighting through a shifting labyrinth full of danger. This top-down shooter blends fast-paced combat with a unique deckbuilding system: collect cards that represent brushstrokes and colors, then stack them to create powerful and unpredictable paintings of destruction.

Each run is a chance to build something new. Will you decimate enemies with swift brushstrokes, or launch a storm of paint projectiles? The choices are endless.

StatusIn development
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorSteven
GenreAction
TagsBullet Hell, Deck Building, No AI, Roguelike
LinksSteam

Comments

Log in with itch.io to leave a comment.

(1 edit)

Hi,
not sure if you're still reading this, but bought your game as soon as I saw that it's out. It's really fun. The multiple stages before the boss allow for more complex and therefore more fun builds and melee and ranged seem equally viable.

Besides maybe some minor inconveniences there really isn't anything that'd need further improvement in my opinion.

In case you want to take the extra steps tho, the the only things that come to mind would be:

1. One time I've seen one of the bigger variant of the hammer guys be stuck in one of the smaller rooms with these columns/walls in them. Stuck in a sense where he could only move in one part of the room, but couldn't access the other parts, because he couldn't pass the columns/walls.

2. Maybe remove collision from already opened chests, so players don't get stuck on them (might just be a me issue tho).

3. And I've seen the game has the "hard" tag, but the game seems to be quite a bit easier compared to the demos. Not sure if that is intend or just a byproduct of the changes you made.

BUT there is one thing that I feel like needs much improvement and that's advertisment! The game does deserve some attention. I don't know if you are aware of it, but advertisment is a very very important aspect for a games success. I'm not telling you to put money into an ad campain or something, but for example just a few shorts and tiktoks could already go a long way. Granted there is no garantee for anything, but I think it's worth a try.

Also maybe add a note on here, that the full version is available on steam.

Hope you have a good day and I'm definitely looking forward to any potential future games.

Really glad to hear you've been enjoying it! Definitely agree that the difficulty is a bit low, I've been hearing a lot about that haha. I've been working on a small update that should ramp it up quite a bit in the late game + fix various other issues.

I hear you on advertising as well. To be honest, I was a bit busy and just didn't feel like making any marketing content haha. But this game is a passion project more than anything, and people seem to be having fun with it, so I'm pretty happy with how the launch has gone :)

i no can download?

(+1)

I have some more feedback, after playing the 0.02 demo.

First I like the addition of the campfires and the refinement is a great gameplay addition as well. The new cards are fun and the melee enemies make the difficulty progression feel smoother.

But there are also a few things I would like to suggest.

1. I feel like the standard range attack is a little weak compared to the melee. The melee has higher damge, can block projectiles and can hit multiple targets in a single hit, while range has only that, range. Also since your working with multipliers on the cards the differences in damage only get bigger, as you progress.

Two ideas to solve that would be either just a higher base damage or a second, stronger melee enemy type, so melee becomes more dangerous for the player and range has more advantage.

2. Thanks for making taking damage more notable, but the stop in music interupts the game flow in my opinion, adding a sound may be better.

3. While I like the refinement rooms, I had a run where 6 of them spawned, so maybe a limit for certain rooms, might be good.

4. Inspired by the enemy, maybe a laser beam attack would be cool, that like lasts for a certain amout of time, but takes longer to cast or reduces movement speed while casting.

One more thing, I haven't payed attention to it, so I'm not sure if it's already there or not, but the boss and later the bosses all need their own boss theme.

Thanks for listening to feedback and improving the game. I'm still excited for the full release, take your time and keep up the good work!

Thanks for the feedback again! Really appreciate it, I'll keep these things in mind as development continues. 

Also, if you haven't checked the Steam demo out yet (just released it last week), we did finally get a unique boss theme in :). 

Although in that version, the melee base damage is even higher haha. I ended up changing the ranged modifiers like multishot to be multipliers (so they stack exponentially), and it ended up being much stronger than melee lategame. Things definitely still need some work though haha.

(+1)

Okay, the reflect card is, low key extremely powerful agnset the final boss.

Or any group with lots of projectle enemys. If its going to get reworked, maybe have a limit on how many projectiles it can reflect, with other reflect cards stacking with it.

Haha yeah I forgot to fix that. Limiting projectiles sounds like a solid idea, I'll def look into it

(+1)

I one shotted the final boss and that proceeded to bug the game by spawning him again without a health bar. He was now invincible. Jokes aside this game is actually pretty fun and I can see this turning into something really cool :D

Lmao, thanks for the feedback, will look into fixing that soon + balancing so the boss isn't as one shottable

(+1)

Werid bug i found, killing a laser enemy just as they are about to do a attack will make them do the attack, even though they are dead.

Oh yeah that's something I need to fix, thanks for the reminder haha

(+1)

Overall the game is really fun to play, I really enjoyed it. Very good for a game made in such a short time.

However, I do have some ideas which may improve the game

Not sure if this is a bug or intentional, but currently enemies don't get paused when you pause. (with the esc key)

Some quality of life changes could be:
Better visibility on when you are damaged
Option to disable screen shake (or at least reduce it, can get annoying when you have a lot of speed on an attack)
Option to lock the mouse to the screen the game is on (ended up clicking on other monitors)
Chest map icon changes when is has been opened

Some gameplay ideas:

A way to clear a colour from an attack. For example currently with dash paint it will end up dashing after every attack. What if I want to dash once, then attack several times? On some paints removing doesn't make sense (who would want to remove damage?), but for dash (and other future paints) it might be a nice option.

Damage numbers and/or stats on basic cards. For example currently red paint does x1.5 dmg. Ok nice, but how much damage does a regular shot do vs a slam attack? Slam attack vs spin attack? etc. Would be nice to either show damage number for easy comparison, or some kind of display on the attack itself showing some info like dmg, range, etc (or both)

Maybe health is not picked up when at full HP and maybe display not picked up health on mini map? (kinda stealing this from Binding of Isaac)



I know this is a lot, but overall the game is really good and these are just points I thought of which might help improve the game in the future.

(+1)

Thanks for the suggestions! Funny enough, some of them have already been addressed since this demo released. I'll definitely be keeping the rest on my radar :)

(1 edit) (+1)

i have a idea for a card, maybe a parry card, considering that enemy projectiles seemingly get blocked if you hit them with a melee attack 

though i dont know if it would be a good card or not

(2 edits) (+2)

Very nice demo. I'm definitely looking forward to the release version.

If it's okay I'd like to leave some suggenstions though.
1. Visual feedback for taking damage could be more prevalent.

2. Melee enemies.

3. Maybe add like different tiers to the colors. Like a special 2x damage red. With the clolor theme in mind you could call it it crimson red or something.

4. Not sure if I saw that correctly, but can you block projectiles with the melee? If yes, that's pretty cool, but would be nice to have in the tutorial rooms.

5. Effects for the character like higher movement speed.

Two more smaller things: Enemies somethimes seem to be stuck in the corners of the rooms and stop attacking and also please let me use esc to close the map.

In the end I'd say: Although there is quite a bit of room for improvement, it's just a demo so  that's to be expected, but it's still lots of fun already. Keep up the good work!

Great points, thanks for the feedback! I'll def keep this in mind as development continues

(+2)

WTF HES ALIVE WE ARE SO BACK

(1 edit) (+1)

gg wow this is extremely satisfying GO FOR SPEED DECK ITS SOOO GOOD

anyway as the comment underneath me says,

WE ARE SO BACK
if comment position changes somehow then uhhhhh

(+1)

WE ARE SO BACK