{"id":21151852,"url":"https://github.com/jakemason/orcard","last_synced_at":"2026-05-18T22:10:28.228Z","repository":{"id":134123698,"uuid":"235257675","full_name":"jakemason/Orcard","owner":"jakemason","description":"A now-abandoned game that sought to combine deck-building with tower defense. ","archived":false,"fork":false,"pushed_at":"2022-08-25T17:22:11.000Z","size":106435,"stargazers_count":1,"open_issues_count":0,"forks_count":1,"subscribers_count":1,"default_branch":"master","last_synced_at":"2025-01-21T08:23:28.765Z","etag":null,"topics":["card-game","indiegame","unity","video-game"],"latest_commit_sha":null,"homepage":"","language":"C#","has_issues":true,"has_wiki":null,"has_pages":null,"mirror_url":null,"source_name":null,"license":null,"status":null,"scm":"git","pull_requests_enabled":true,"icon_url":"https://github.com/jakemason.png","metadata":{"files":{"readme":"README.md","changelog":null,"contributing":null,"funding":null,"license":null,"code_of_conduct":null,"threat_model":null,"audit":null,"citation":null,"codeowners":null,"security":null,"support":null,"governance":null,"roadmap":null,"authors":null,"dei":null,"publiccode":null,"codemeta":null}},"created_at":"2020-01-21T04:43:11.000Z","updated_at":"2024-03-10T03:38:13.000Z","dependencies_parsed_at":null,"dependency_job_id":"1fec82a6-3858-4b4b-9532-7ab1d0a5e896","html_url":"https://github.com/jakemason/Orcard","commit_stats":null,"previous_names":[],"tags_count":0,"template":false,"template_full_name":null,"repository_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/jakemason%2FOrcard","tags_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/jakemason%2FOrcard/tags","releases_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/jakemason%2FOrcard/releases","manifests_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/jakemason%2FOrcard/manifests","owner_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners/jakemason","download_url":"https://codeload.github.com/jakemason/Orcard/tar.gz/refs/heads/master","host":{"name":"GitHub","url":"https://github.com","kind":"github","repositories_count":243597780,"owners_count":20316842,"icon_url":"https://github.com/github.png","version":null,"created_at":"2022-05-30T11:31:42.601Z","updated_at":"2022-07-04T15:15:14.044Z","host_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub","repositories_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories","repository_names_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repository_names","owners_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners"}},"keywords":["card-game","indiegame","unity","video-game"],"created_at":"2024-11-20T10:19:21.757Z","updated_at":"2026-05-18T22:10:23.186Z","avatar_url":"https://github.com/jakemason.png","language":"C#","funding_links":[],"categories":[],"sub_categories":[],"readme":"![cover image](./Repo/cover.png)\r\n\r\n# Orcard\r\n\r\nThis is one of the first _real_ attempts I made at making a full game with Unity. I wanted to\r\ncombine two genres that I hadn't seen mixed yet: Deck-building and Tower Defense. The idea was that\r\nyou'd play a card game against a world that doesn't pause which means that you have to play well and\r\nquickly to stay ahead of the ramping difficulty of each wave of Orcs.\r\n\r\nUnfortunately, this is mostly abandoned at this point. It was a very large project and I wasn't sure\r\nit was worth gambling another 1-3 years of development on it. The nail in the coffin was when\r\nI found another game being worked on by an entire team that was very similar conceptually: [ORX](https://store.steampowered.com/app/1071140/ORX/). ORX seems,\r\nto me, to be a very similar idea done with a production value I couldn't hope to compete with as\r\na single person. I told myself I'd play it when its released and if it doesn't do what I was hoping\r\nto with Orcard then I might revisit this project.\r\n\r\nThat said, I learned plenty about making games from this project and had several systems I was\r\nfairly proud of:\r\n\r\n- The targetting system is robust and pretty neat. It allows the player to target cards in their\r\n  hand, units on the field, tiles on the board, etc. This allowed for a very powerful:\r\n- Data-driven card system that was entirely handled through scriptable objects. Creating new cards\r\n  was as simple as putting together various abilities and effects on a card and customizing their\r\n  costs and values. Additionally, you could adjust when/how these effects triggered. Gain gold when\r\n  you draw this card, draw 3 cards when this card is discarded, gain X life for each resource spent\r\n  on this cost, and many, many more were easy to create. I blame a deep love for MTG in wanting me\r\n  to make sure you could do all sorts of cool combos.\r\n\r\n## Gameplay Demo\r\n\r\nBelow is a brief demonstration of what the gameplay was like. In this clip I had the developer mode\r\nrunning where you start with an enormous amount of gold (500) whereas you'd usually start with 0.\r\nYou then play cards that generate money, use that money to build towers for defense, and then use\r\nyour additional money to buy new cards which do a _very_ wide variety of things. Some are stronger\r\ntowers, better draw spells, economy warping cards, double-edged swords that grant gold but cost\r\nlife, etc, etc.\r\n\r\nhttps://user-images.githubusercontent.com/12981369/185563867-a8f78548-cac3-4589-9881-ee9f59e090e3.mp4\r\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fjakemason%2Forcard","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fjakemason%2Forcard","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fjakemason%2Forcard/lists"}