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⚠️⚠️⚠️ AI 实验性项目 / Experimental AI-assisted Project ⚠️⚠️⚠️ 

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注意 / Notice:   本项目为实验性项目,部分内容由 AI 辅助开发,仅供参考。

This project is experimental and partially AI-assisted, for reference only.

DRAFT. BUILD. DEFEND. ADAPT.

Rogue Card TD is a turn-based tower defense prototype that explores the fusion of roguelite card drafting and strategic tower placement. This is a design experiment showcasing core mechanics and systems.

CORE MECHANICS:

- Turn-Based Combat - Plan your moves, then execute each turn

- Card Drafting System - Draw from an evolving deck of towers and spells

- Roguelite Progression - Choose rewards after each wave to shape your build

- 10 Chapters - Each with unique paths and unlockable content

- Multiple Win Conditions - Crit builds, poison stacks, freeze control, or economic strategies

GAMEPLAY LOOP:

1. Draft cards from your hand (towers, spells, upgrades, economy)

2. Place towers on strategic tiles to cover the path

3. Execute turns - enemies spawn and move, towers auto-attack

4. After each wave, choose 1 of 3 rewards to enhance your strategy

5. Clear all waves in a chapter to unlock new cards and enemy types

STRATEGIC DEPTH:

- 10 Tower/Card Types - Sniper (crit), Poison (DoT), Ice (control), Cannon (AoE), Tesla (chain), and more

- 7 Reward Archetypes - Build synergies through draft choices

- 6 Enemy Types - Each with unique stats, movement patterns, and counter-strategies

- Upgrade System - Level up existing towers mid-run

- Resource Management - Balance gold spending between building and upgrading

BUILD ARCHETYPES:

- Crit Build: Stack crit chance + damage multipliers (Sniper/Cannon)

- Poison Build: Max DoT stacks for long-term scaling

- Freeze Build: Control tempo with crowd control

- Economic Build: Generate gold per turn for explosive late-game

- Hybrid Builds: Mix and match for creative synergies

PROTOTYPE FEATURES:

✓ Fully functional game loop (playable start to finish)

✓ Bilingual UI (English / 中文)

✓ Procedurally generated audio (WebAudio API)

✓ No external assets - pure HTML/CSS/Canvas

✓ Autoplay mode for testing builds

✓ Detailed combat log and tooltips

DESIGN GOALS:

This prototype explores:

- Balancing roguelite variance with strategic planning

- Card-based resource systems in tower defense

- Chapter-based progression vs endless modes

- Minimal UI for maximum clarity

Perfect for game designers, developers, or players interested in:

- Roguelite tower defense hybrids

- Turn-based tactical gameplay

- Incremental progression systems

- Prototyping techniques with web technologies

CONTROLS:

- Click cards to select, click tiles to place/use

- Hover towers for detailed stats

- "Next Turn" button to advance combat

- Language toggle (EN/中文)

- Autoplay mode available

This is a design prototype meant to inspire and demonstrate mechanics. 

Use it as reference for your own projects!