Scoundrel

Overview
A videogame made to be a copy of a real card game with the same name. While working a full-time job, and on FitBud as a side project, I have slowly started to get burnout. To avoid it, while still honing my skills, I have decided to make a videogame and to fulfill my childhood wish and dream.
What I did
I have started looking into the possibilites of the Godot engine. While I originally planned to use Unity, I was intrigued by Godot for multiple reasons, but the main one was the open-source nature of it, as well the backlash from Unity's charging decisions.
I wanted to start with something simple, yet different from a classic reused, 1000 times already done 2D platformer. I decided on a card game that I knew had some rouge-like elements and a decent simple to learn, but hard to master "schtik".
Most of the assets were bought, but to make a scene (Godot game object) I have used them and modified them to look as they do in the game.
Below are the rules of the game, which I have programmed to be true in the videogame
The rules of the game are simple:
Setup:
Use a standard deck of playing cards. Remove all Jokers, Red Face Cards (Jack, Queen, King of Hearts and Diamonds), and Red Aces (Ace of Hearts and Diamonds). Shuffle the remaining 44 cards to form the dungeon deck. Start with 20 health.
Card Types and Values:
Clubs and Spades are Monsters. Their damage value equals their rank: 2-10 as numbered, Jack=11, Queen=12, King=13, Ace=14.
Diamonds are Weapons. Each weapon does damage equal to its rank. Weapons are binding: if you pick one up, you must equip it and discard your previous weapon.
Hearts are Health Potions. There are 9 in the deck.
Gameplay:
Each turn represents a Room. Deal 4 cards face up from the dungeon deck to form a Room. You have two choices:
- Avoid the Room: Scoop up all 4 cards and place them at the bottom of the dungeon deck. Then deal a new Room. You cannot avoid two Rooms in a row.
- Enter the Room: You must face 3 of the 4 cards in the Room, in an order you choose. The remaining 4th card is kept and 3 new cards are dealt to form the next Room.
Combat:
If you fight a Monster without a weapon, subtract its full value from your health.
- (e.g. 20HP - 10♣️ = 10 HP)
If you fight a Monster with a weapon, the damage you take equals the Monster's value minus your weapon's value. Your fists count as 0.
- (e.g. 10♣️ - 8♦️ = 2 DMG)
When you first equip a weapon, it can defeat any Monster. After defeating a Monster with a weapon, that weapon can only defeat Monsters with a lower value than the last one it defeated. Track this by placing defeated Monsters below the weapon card.
- (e.g. if the last slain Monster is a 10♣️, the next slain Monster MUST be 9♣️ or lower)
Health Potions:
You may use only one Health Potion per room, even if you reveal multiple. Additional potions in the same turn are discarded.
You cannot restore health beyond 20.
End of Game:
You win if you clear all cards in the dungeon deck or if a new Room cannot be formed.
You lose if your health reaches 0 or below at any point.
Your score is determined by slain Monsters, the remaining Monsters in the deck if the room cannot be formed, and if there is a unused potion in the room.
Stack
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