Delve into an endless dungeon full of undead, demons, and necromancy in this retro dungeon crawler & deck builder hybrid. Six Cards Under is a take on the classic 90s dungeon crawlers with raycast rendering, turn-based combat, and plenty of enemies to burn down. Pick six cards in a drafting system to build your deck, then jump into the depths of the dungeon to see how many floors you can descend each run. Enemies only get harder the deeper you go, but there are a fair amount of pick-ups along the way to keep you alive.


About the project:

Six Cards Under was a game made for Pixel Game Jam 2025 with a heavy focus on pixel art. No game engine was used in the making of this game, just Blazor Web Assembly and HTML 2D Canvas.  The game uses a raycasting first-person shooter algorithm for scene rendering, and features grid-based movement with turn-based combat. Players draft their deck and use their chosen cards to defeat enemies and progress through an infinite dungeon.


Credits:

Programming and Game design - Nauti

Character and Enemy Artwork - TCG Pixel Art Assets by CraftPix.net

Card Art -TCG Pixel Art Assets by CraftPix.net

Music - 8-bit Fantasy Music by Elv Games

UI Artwork - Ultimate Dark Fantasy by Finnmercury

Menu Background - Battle Backgrounds Pack 2 by ansimuz

Textures - High Resolution Pixel Art Textures by FlakDeau

Sound Effects - 8-bit Sound Effects by Beep Yeah!

Spell Artwork - Magic Effects Pixel Art by CraftPix.net

Pick-ups Artwork - Castle Platformer 2D Tileset by CraftPix.Net

(I think that covers everyone....)


Known bugs:

Shadow Rendering - Due to the way certain regions handle decimals, IE: using a comma rather than a period, shadows aren't being rendered correctly to create the illusion of distance. This is interfering with the opacity of the alpha layer on many rectangles that are being rendered over the scene to create depth and rendering them as either solid black or not rendering them at all.

Initial player rotation - When the player spawns the rotation is being set so that the start door is behind the player. This occasionally causes issues with movement until the player turns again and resets the rotation.

Projectiles disappearing - Since the world is based on a grid, I had to create a secondary layer in the world for projectiles to move to when their path was blocked by other projectiles so that projectiles can pass each other. This occasionally interferes with rendering projectiles onto the screen, causing them to disappear when on layer 2.


-> Leave some feedback below! <-

I would love to hear everyone's thoughts on the gamaeplay.

Updated 8 days ago
Published 11 days ago
StatusReleased
PlatformsHTML5
Release date 11 days ago
AuthorNauti
GenreStrategy
Tags2D, Dark Fantasy, Deck Building, Dungeon Crawler, Endless, First-Person, Global Game Jam, Pixel Art, Retro, Singleplayer
Average sessionAbout a half-hour
LanguagesEnglish
InputsKeyboard, Mouse

Comments

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Awesome concept! I think you've got a real shot at taking this jam!

Thank you for the feedback. one can dream. I'm afraid the game lacks some optimization so I'm not sure that will be the case lol.

Hi, I think your game has a really nice concept!
Unfortunately, without minimap is pretty hard to find way to go, so i was watching the minimap whole game.
I believe the game could be really good if the traveling and combat mechanics get polished.

Thank you for the feedback. I'm working on ways to render the floor differently so I can the movement less snappy. For the sake of time in the game jam the floor is actually just a single image, so the snappy movement kind of hides that lol. However, I'm working on a fix for this for future games. Thank you again for your comment, I appreciate the feedback.