A downloadable game for Windows and Linux

A roguelike shooter where your deck is your weapon and every room is a blank canvas.

Note: this is a very early demo! So for now, it's here. Let me know what you think about it. And make sure to wishlist on Steam :)

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 card system: collect cards that represent attacks, then stack them to create powerful and unpredictable combos.

Each run is a chance to build something new. Will you decimate enemies with swift brushstrokes, or launch a storm of paint projectiles? The cards you choose define your playstyle—and your survival.

Deckbuilding Meets Action: Build your attacks by combining cards during each run. Find creative combos that change how you fight.

Procedurally Generated Dungeons: Explore a maze that’s different every time. New rooms, enemies, and surprises with every run.

Paint-Based Abilities: Use your brush to attack, block, and change the battlefield. Your abilities are as creative as you make them.

Updated 10 days ago
Published 29 days ago
StatusIn development
PlatformsWindows, Linux
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorSteven
GenreAction
TagsBullet Hell, Deck Building, No AI, Roguelike
LinksSteam

Download

Download
Windows Build 176 MB
Download
Linux Build 169 MB

Install instructions

Extract the zip file and run the executable inside

Comments

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(+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