Notice

This version of Peak Pursuit is an early proof of concept, and many features are not yet implemented. As of now, the game is mainly focused on the basic coin modifier cards and tile movement. However, the vision for the final product includes a richer card system, more diverse tile effects, and strategic layers that add depth to gameplay.

Currently, the only cards available modify coin counts (three random cards are assigned at the start), but the design aims for a more varied set of abilities in future versions, including cards that influence dice rolls, movement, and other special actions.

Currently the only way to restart the game is to refresh the page.

Gameplay

Core Mechanics

  • Roll a die to determine how many tiles you move forward.
  • Spend 1 coin per tile moved. If you run out of coins, it's game over.
  • Collect and use playing cards to gain strategic bonuses like extra coins or temporary abilities.
  • Reach the top of the tower to win.

Future development plans would include additional tile types like:

  • Boost Tiles: Propel the player forward for free or offer a bonus action.
  • Hazard Tiles: Impose penalties like lost coins or forced movement backward.
  • Shop Tiles: Allow players to buy and sell cards for new strategies.

Feedback & Playtesting

Although the game is currently unfinished, feedback on potential mechanics would be great. Any thoughts or suggestions are appreciated.

Credits

Shader - Retro Dither Effect In 2 Minutes | Unity URP Tutorial - GameDevDojo

Font - m6x11 - Daniel Linssen

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