BACKSTACK is a digital card game centered around one shared play space where both players are trying to reduce each other’s health to zero.

Take turns against a CPU until both players can no longer play a card. Now it's time to BACKSTACK! The center deck will unwind and the card's associated actions will apply sequentially.

To win you must try to reduce the opponent's health to 0.
Be careful and play strategically!

To Play:
Simply drag and drop (or right click) a card onto the center stack to play it!

A card must have a matching color or icon in order to be played.


Cards and Effects:
Cards are split into three categories: Action, Boost, and Effects.

Action cards will affect the current target player in some direct way- such as taking damage.

Boost cards will affect the value of the next action- such as raising its value by two.

Effect cards will affect the game state in some way- such as changing the target player.

ACTION CARDS

Attack

Causes the target player to take damage equal to the current stack tally. If the stack tally is negative, the player will heal.

Shield

Causes the target player to gain a shield that will block damage up to the current stack tally. If the stack tally is negative, nothing will happen.

Draw

Causes the target player to gain extra draws for the next rounds. If the stack tally is negative, draws are reduced.

BOOST CARDS

+1

Adds one to the stack tally for the next action.

+2

Adds two to the stack tally for the next action.

-1

Subtracts one to the stack tally for the next action.

-2

Subtracts two to the stack tally for the next action.

x2

Multiplies the stack tally by two for the next action.

EFFECT CARDS

Negate

Resets the stack tally to 0.

Invert

Inverts the sign of the stack tally.

Reveal

Causes the current target to reveal two cards.

Swap

Swaps the direction of the current target.

Stack Unwinding:

After both players have played out all possible cards the stack will unwind. During this phase all of the cards' effects will be applied. 

Who action cards are applied to is determined by the action pointer. This is initially determined as the player who has not played the most recent card, but can be changed during the stack unwinding process by effects.


Created for the Pirate Software - Game Jam 17 with the theme "Only One".

Game Design Document

Credits

Fizzial: Code, Art, UI, Design
James Ferrarelli @satojam: 
 Code, Music, SFX, Design

All code, design, music, and art  were created during the duration of the jam.


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