Siegelock is a roguelike deckbuilder about laying siege to a trespassing kingdom.

Gameplay

  • Play your rag-tag group of allies to defeat enemy waves.
  • Add stickers to your cards to enhance their capabilities.

  • Build your perfect deck unique to you.

  • Watch the battle unfold and see who survives the onslaught.

The journey to the heart of the kingdom is difficult, make smart decisions on the road to overthrow the ruler.

Controls

Use the mouse to  drag and drop cards, and press buttons.

Credits

Game by Bleda Baris
Card art by 
max.icons

Updated 3 days ago
StatusIn development
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(2 total ratings)
AuthorSerab
GenreCard Game, Strategy
Made withUnity
Tags2D, Auto Battler, Deck Building, No AI, Roguelike, Singleplayer, upgrades
Average sessionAbout a half-hour
LanguagesEnglish
InputsMouse
AccessibilityHigh-contrast, One button
ContentNo generative AI was used

Development log

Comments

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Viewing most recent comments 1 to 40 of 41 · Next page · Last page

Bug? I had two monks who were the last living allies. The second one didn't seem to do any damage on death?

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Bug? Alchemist tried to apply the book to stones, which is not a valid target?


Fixed in the next patch. ty

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Swashbuckler + Crusader is a fun combo. I'm also imagining the "Odd couple" buddy movie in which the "plays it by the book" Paladin teams up with the chaotic good pirate.

Also: Swashbuckler is generally weak to thorns, but the Bomber sticker fixes that!

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Wow that's cool

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i love this combo but i just got 500 damage with it so it shoud probably be nerfed
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Hey thanks for playing :) While I enjoy the archetype as well, I agree that it might be a bit overpowered. I will look into it soon.

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great, is there any update on endless mode?

Still working on it but it is taking some time. I've been busy working on a big update that's dropping soon.

(1 edit) (+1)

I like this combo but it should maybe be nerfed?


It effectively doubles all the flamingo's buffs:

When hitting an enemy for the first time, the brawler gets +1 buffed, and the sheriff stores up an invoke.

Then when the sheriff dies and goes out in a blaze of glory, every time it deals damage it creates another +1 buff on the brawler.

The fox isn't strictly necessary, but it increases the damage done by the sheriff.

This is super cool, I hadn't thought about flamingo being a nice compliment to this. I can see why this would be super powerful though. Will think about this to see what could be done.

(+2)

... i like money
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I've never thought about this composition, it's so cool!

I don't see the mechanism - how does it work?

The core idea is toucan plus shark plus farmer (or Javelineer) and then gazebos and any free to play cards.. lead to insane combos of 500+ coins each time I played a card. 

Bonus if you can get a hiker or temple to increase card drawing and get additional gnomes from the gazebo.

Nuts. Thanks for sharing

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An assassin's greatest weapon is... the humble duck:
(first turn dragon kill)

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Gnome army deck - not very efficient, but apparently doesn't need to be!

The core combo is
- Gazebo (create a ton of gnomes)
- Nautilus (apply spikes to all those gnomes)
- Lumberjack (get super buff off all those spikes)



This Lumberjack has been working out:



This was a first turn win against the dragon and didn't even have the lumberjack - most of the damage was dealt from spikes:


Temple + Duck + Gazebo already having a bell on it when I got it = over 30 gnomes?

Oh wow that's an insane amount of gnomes lol and lumberjack is JACKED XD

Suggestion: Invoke shouldn't be possible on cards which only apply spillover, since it has no effect? Applying spillover twice is always identical to applying it once?

(I got a frog with a bell sticker from the shop)

(+2)

Come at me bro

(Actually not 100% sure how it got so much health. Two hummingbirds and a priest)

(+1)

Humongous bastard sword

Haha, managed to properly break the game:

The failure state is Monk dealing damage to spikes gets in an infinite loop because spikes counts as being "hit"

Everything died beforehand because of the rollover damage from the wizard.

It's dealing 0 damage I guess because my hand gets discarded _before_ the battle starts, so monk is only useful for cards drawn _during_ a turn?

(+1)

The screen also gets progressively darker with bigger and bigger numbers:

(1 edit) (+1)

Oh I haven't thought about this interaction ahaha. 

And yes, Monk's effect can only be used when you draw cards during battle, or with the help of a new card coming soon :)

(1 edit) (+1)

This also somehow temporarily supercharged the speed after restarting the game - it's now like 10x faster than the regular fast mode. 
Though that seemingly only lasted one battle.

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Sage doesn't buff Minotaur? I guess the concept of "draw effects" is fuzzy?

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Hey dgm! I can see why this an issue given the description text of Sage. Currently, it is supposed to only buff effects that draws cards, not effects that trigger off of Draw. 

This is my fault for making the explanation too vague and I'll fix it soon :)

(1 edit) (+1)

Hey! Have really liked this game and played it about 20-30 times so far. Here's some bugs i've found:

Certain effects no longer work if the effect is changed from on play to on death:

- Elder does not spawn random card upon death

- Statue adding attack on summon of a card when changed to upon death doesn't work.

I'm sure there are more interactions which cause bugs when changed but that's what i've found for now.

Flamingo has some issues... it states when enemy gets hit but it's when an ally is hit. It gives the attack bonus after spikes damage affects one of its allies, which shouldn't technically count as being hit by an enemy. It also gives the attack bonus when the cyclops attacks it's own allies, but again this isn't an enemy attacking so it shouldn't be applied.

Thanks so much for your work on this! Looking forward to endless mode!  

(1 edit) (+1)

Hey thanks alot for playing! You're right, I hadn't thought about that. Some effects are not working correctly when the trigger gets changed. I'll make a change to this in the upcoming patch.

That's definitely not the behavior for Flamingo, thanks for spotting it.

Really appreciate you playing for that long and letting me know about the bugs you found.  It means alot <3

Edit: These issues are fixed.

(1 edit) (+1)

Enemy Wizard  with spillover seems to hit it's own team instead of your cards, don't know if it happens with other cards. 

The wolf's strength boost at the start seems to trigger multiple times if you have other things with battle start abilities, like the guard's strength boost.

(1 edit)

Hey thank you for reporting that. I feel stupid not catching that earlier and am working on a fix now. 
Edit: Fixed

As for Wolf, that is working as intended :)

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Hive and Toucan together can get pretty nuts.  I'm in the middle of a game right now, waiting for it to finish summoning hundreds and hundreds of bees, giving me a bunch of gold for each one.

Oh wow that's a lot, how are you creating that many bees lol

(+1)

There are several cards that add to the number on an ability or cause it to fire more than once.  Stack those together and you can make any card's ability happen many, many times.

(+1)

Bug? A spikes deck sometimes ends up having no attacks, but would win the battle if the enemy attacked into it. Instead the turn ends up getting skipped.

(1 edit)

Will investigate, thanks for the report!
Edit: Fixed

(+1)

Dragon with spikes is Brutal.

oof yeah that seems pretty hard. I might make "boss" enemies not receive any stickers in the future.

(+1)

On the other hand, thorns are a good hard nerf to over-reliance on fury - this run used the "female pirate who gets fury every time there's an 'on-death' effect" card, which is powerful if it can survive a round of deaths, but is nerfed by thorns.

I think that's a good thing in some way because it breaks the strategy of "sacrifice down to 7 cards and draw the same hand every game" and maybe encourages more diversity in card choices?

(+1)

Fun synergy with hikers + anchor + catapault Led to finishing the battle in the "when played phase" - I guess not strictly a bug that it only ended after I pressed "start battle":

That's so cool! Glad to finally see a draw build in action. Hope this was a fun run.

Bug?: overkill damage is dealt to dead enemies? This becomes relevant when bombs kill enemies out of order. 

(+1)

Bug? Captain with "start of battle" sticker gives Raider  extra invokes, but Raider still only attacks twice.

Fixed in the next patch. Interesting find haha

(+1)

Still enjoyable, but still a bit too easy: I don't think I've ever lost a game, and after the first couple of battles my deck is regularly winning on the first hand, often in the first round. 

I think you can afford to be more punishing with enemy effects, and much less generous with stickered cards, shops, cost of sacrifices, duplicate etc. 

This strategy is pretty straightforward to execute:
- Start out picking extra slots (having one more ally is usually very impactful)
- Spend money like 40% on building a strategy which massively overpowers one card, and 60% on sacrificing all cards which don't contribute to that strategy (Gnomes, then usually farmer, then scouts)
- Skip unless you're offered a card which significantly contributes to your strategy
- Get the deck down to 5-7 cards and play the same winning hand every battle 

(+1)

Great work on the new patch.

Unfortunately assassin is still buggy: rather than counting empty slots (red circles) it seems to be doing:

Number of possible slots - Number of allies played

...which is not taking into account free cards, and can even result in negative health being applied like here: 

The assassin starts with 2 health, and gets
(slots - allies) x2 = (4 - 5) x2 = -2 health applied.

Fixed in the upcoming patch.

(+1)

i had one of the scariest bug lol

i think the card was arbiliset, or one that gives you coin begining of the battle, it also had the "attack back" effect if enemies attacks 

but so does one enemy with attack back effect. right now both of then are stacking up hundreds of hundreds attacking back lmao

Ah I feel so stupid for not spotting this. Did a quick hotfix as it was quite easy to fix up. Thanks for this.

(2 edits) (+1)

Another unlimited issue:

Scarecrow + [on hit: gain 1 coin].

First of all, it can make a softlock.

Second.

Javelineer + scarecrow + alchemist + arbalist

The effect of the scarecrow becomes bigger and bigger and bigger until it gets ridiculous.


Edit: arrgg, the knight with spikes finished my guys off and I was actually hardlocked.

Thanks for this. Yes, it seems scarecrow and the coin sticker is a little overtuned at the moment and needs some balancing. 

Did the fight not end when your cards died to the knight with spikes on it?

(+1)

No, because the scarecrow was still alive and he doesn't attack. And he also never died because he grew by 7HP each time he got attacked, while he only got attacked for 6.

(+1)

Just a heads up: if you use enough powerups with the Whale to summon Scouts, you can get into a situation where it's summoning hundreds of scouts at a time, making the game run too slowly to continue.

(+1)

Found an unlimited build up bug, having two ninjas out and using the shrine on one to gain fury, makes them continuously stack up, had gotten over 100x without ending the stacking, couldn't force start the battle had to end the play through.

Thanks for finding this. Fixed in the next update that's coming tomorrow.

(+1)

Coin combos OP
This is my entire deck. It's a little too easy to scrap all cards except the exact ones you need for the combo.

(+1)

Just after the first attack:

(+1)

End of the game (first round)

These numbers are crazy lol

(+1)

This is basically how I got that 15,000 gold playthrough I mentioned to you on Reddit.  The flower is extremely powerful.

I can see how you could do it now, that is really cool. I agree Flower needs to be changed to make it so the numbers don't climb so high.

(+1)

Crazy bomb synergies 

Bug?
Inn effect continues to trigger after the Inn is destroyed.

Good catch! Fixed on the next build

(+1)

Bug with the Book sticker?

The text suggests that the +1 power gets applied to the card itself (brawler), but here it seems to have been applied to the ally to the left (Sherif - which incidentally has a typo? Should be Sheriff?)

(+1)

Sorry for the comment spam, but I maybe found another bug/misinterpretation? 

Gazebo and Assassin:
The wording is "get +2 for each [empty circle].
To me that implies that summoned cards don't count. 

Gazebo fills the field full of gnomes, but leaves empty circles, so I'd still expect to get my assassins powered up by those empty circles, but actually they get +0.

How summons are supposed to interact with the empty/filled circles is unclear to me. 

Why doesn't the Alchemist boost the Assassin's power?  

Getting fixed in the upcoming patch. Thanks for spotting it :)

Awesome!

Not sure if this is a bug, or just not how I expected it to work: "summon a card from your hand" (not sure i remember the exact words) I expected that to result in the card being played  from my hand, but it seems instead to create a copy of the card? So it would be possible to play two copies of it? I haven't tried that.

Feedback on text:
I found some of the wording a little ambiguous - eg:

- there's something like "When receives [bomb]", which turns out to mean "when anything receives damage from [bomb] but I initially interpreted as "when anything receives an ability which increases its [bomb] count".

- the "on draw" trait I interpreted as "when this card is drawn" (by the ability of another card?), but actually means "when any card is drawn?

Zooming out: some of the traits refer to what happens when this  card does something (on attack, on death), while others refer to what happens elsewhere in the game (on draw, on gain [coin]?). Maybe there's some way to make that distinction clearer?

(+1)

Very enjoyable!

For an experienced player of deckbuilders (in particular Slay the spire) it's a little too easy to make very broken combos, and a little too easy to get my deck down to just one hand of cards so there's no randomness.

In particular a coin-based strategy is doubly broken because the coins gained through executing the strategy can also be used to thin out the deck and buy exactly the right cards to complete it. 

StS deals with this partly with bosses and mini bosses which negate certain strategies, forcing you to build a more flexible deck. A mini boss who somehow punishes you for gaining coins would be interesting!

But given how new this game is, I shouldn't really expect it to be finely balanced! The results are great so far!

(1 edit)

Great suggestions! Yes, its going to take a while to get the balance right hahaha. I like your idea of bosses having special powers to punish strategies and think that would work quite well for this game. 

Edit: I've read your other posts as  well. I'll be rewording the triggers you have mentioned, I agree they can cause some confusion.
Summon is not working as intended atm and summoned cards are taking up space they shouldn't. Going to rework it soon along with its explanation.
Summoned cards creating a copy of the card instead of playing it from your hand is intended. 
Thanks again for the feedback! Would love to hear more after the patch.

(+1)

I love this game. I'm truly in love. Amazing concept, amazing everything. Please continue to update an add new features, i will be here to play every version

I do am encountering a bug where sometimes i will try to place a card but the card will "stick" to my mouse and i can't place it or let it go. I tried everything but i just can't continue and am softlocked.

(+1)

Thanks for the kind words. Updates are on the way so stay tuned! I'll look into that bug and hopefully fix it soon.

I was able to fix this bug and hopefully cards wont stick to the cursor anymore. Thanks for the report and let me know if you run into this issue again.

Great game but I keep running into a bug that makes it unplayable, on picking up a card i sometimes just cant drop it. I've tried clicking around, middle clicks, right, clicking out of bounds but nothing can drop the card or cancel the pickup so I have to force refresh then start again each time

Hey thank you for playing. That bug seems really annoying. I'll try my best to reproduce this and find a solution.

(+1)

Cool concept, needs a lot of balancing though, the UI can't even handle it.

WOW that's insane. Thank you for posting screenshots, it really helps alot with understanding what's going wrong with the UI. There are some balance changes coming soon.

(1 edit) (+1)

No problem, looking forward to that :) One more thing, Scarecrow with "get +1 gold on hit" sticker is also basically immortal.

(+1)

Great game! Three major problems:

1. Enemies have no effects, makes strategy a little stale.
2. Glitch, upon winning "new game" doesn't work and endless mode doesn't unlock.
3. Having too many cards in hand makes it almost impossible to play.

(1 edit)

Thanks for playing. There are harder enemies with their own effects coming soon :)  I'm working on the Endless Mode atm so its currently not ready. I'll fix the new game button working as well as the too many cards problem.

(+1)

super fun! Got to level 14 on my first run

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