A roguelike deckbuilder on a conveyor belt.

Place food tiles on a shifting grid. Every turn, the belt moves left. Tiles that reach the edge are consumed for points. But an order ticket is coming, and if you haven't hit the target, you take damage.

Build tile engines before they're eaten. Boost neighbors with Heat Lamps. Grow Cheese over time. Steal feed with Stock Pots. Compress entire rows with Blenders. Chain-consume tiles with Rice Balls. Everything you place is on a timer.

Between rounds: draft new tiles, visit the shop, thin your deck. Different customers demand different strategies.


Current State

This is an early build: the core loop is working and playable. Placement, shifting, feasting, deck building, shop, multiple customer schedules and scoring rules, 15+ tile types with active/consumed/placement effects.

Still in development: tutorial polish, relics, customer actions/intents, more tile variety, visual polish, balance pass.

Tech: Built from scratch with TypeScript and Canvas 2D, no game engine.


What I'm Testing

  • Does the core loop click? Is placing tiles on a shifting belt satisfying?
  • Is the onboarding clear enough to get started?
  • Do tile interactions feel interesting? Boosting, stealing, chaining, compressing?
  • What's confusing, frustrating, or boring?

I listen to all feedback! Comments here, or join the Discord:

https://discord.gg/gRKna6e2Nz


How It Works

Each turn, place tiles from your hand onto the grid. When you end your turn:


1. Before shift

2. After shift

3. Consumed

Tiles score points when their icon cell enters the red column.

  • The top apple's icon is still outside: it survives another turn.
  • The bottom apple's icon is inside: it scores 2.
  • Total this turn: 1 + 0 + 2 + 1 = 4 points.

Controls: Click to place, [R] to rotate, [E] to end turn, [Z] to undo.

Updated 10 days ago
StatusIn development
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(2 total ratings)
AuthorCold Fry
GenreCard Game, Puzzle, Strategy
Made withAseprite
Tags2D, Deck Building, Indie, Pixel Art, Roguelike, Roguelite, Singleplayer, Turn-based
Average sessionAbout a half-hour
LanguagesEnglish
InputsKeyboard, Mouse

Development log

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Comments

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Nice game, this is very innovative, good job!

Thanks for checking it out!

(+1)

Very cool and interesting game! It did take me a little bit to get to understand the gameplay properly, but once I did, lots of fun!

I think I made it a few rounds in? Played a couple of rounds, but at some point the quotas started to feel brutal haha, probably just need more experience! Also I accidentally skipped one of my rewards at some point... whoops!

Now for the feedback:

The Goods:

  • Very clean and minimalistic interface. Easy to read.
  • Graphics do what they're supposed to do, not much more to be said!
  • The diversity in tiles was cool, my favourites were the heat lamp and the cheese so far! I didn't quite understand how to effectively use the tile that steals feed from another tile yet.
  • I love having an undo button.
  • Audio was soothing and added to the game, without stealing too much attention (not really necessary for these type of games)
  • VOLUME SETTINGS
  • CONSENT for sharing data!
  • I believe I saw a save/load function!?

Things that you could consider improving on:

  • I wasn't 100% sure how to read the block that shows the feasts. I'm sure there's some logic behind it but I couldn't quite wrap my head around it ^^ It was a little confusing to me!
  • For the shop, I'm personally not a big fan of having the same tile show up in the same shop twice. Subjective, though!
  • As far as I'd gotten it was just a continuous loop of hit the correct number, not sure if anything changes, but perhaps consider adding some kind of gimmick on top of the increasing number (and making the increased amount a little lower)

Overall I really enjoyed the game, would love to see more of this! I ended up playing, I believe, 2 games up till round 3-4. It had that addicting vibe to it and part of me wants to jump right back in to play some more haha. If there's anything that you'd say is definitely worth seeing after those rounds, let me know! Might revisit this later either way!

Thanks for playing and for the detailed feedback!

You nailed the main thing I'm working on. Right now it's just "hit the number" each round, but I'm building customer types that change the rules per round: conditions on what's consumed, underfeed/overfeed punish/reward variations. These might be the gimmicks you were searching for. Relics are on the list. 

Feast UI and duplicate shop tiles (agreed they feel bad) noted as well.

I'll drop a comment here when the update's live if you want to revisit!