
The Greedy Knight
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Description
a snack-sized auto-battler roguelite. a greedy knight and his unreliable party fight entirely on their own; you pick the dungeon, draft their upgrades and decide what the gold is for. a dungeon takes about two minutes. you'll die. you'll get richer.
About
a snack-sized auto-battler roguelite. a greedy knight, a cowardly archer and a reckless wizard do the fighting — all of it, on their own. you pick the dungeon off the shelf, draft their upgrades between waves, and decide what the gold is for. a dungeon takes about two minutes. you'll die. you'll get richer. you'll delve again.
how it plays
the party moves, targets, swings and casts on its own. there is nothing to fire and nothing to steer — the knight's slam, the archer's volley, the wizard's nova all go off the moment they're ready, at whatever the party thinks is worth hitting. in a fight the only key that does anything is pause.
your decisions are the ones that stack: which dungeon and at what tier, which reward card you keep between waves, which tome each hero carries down, and what the gold buys when they drag themselves home. two cards on offer, one keeper, a reroll if you can pay — and a third card once the tree grows you one.
the dungeons
six on the shelf, each one world start to boss: the slime warrens, the goblin holt, the bone vaults, the deep hollows, the black keep and the demon court. clear one and the next opens. four more worlds are listed and on the way — the ghosted halls, the hoard, the brood pits and the ashfall.
what grows
- the money tree. every coin you bank grows it: health, damage, range, gold, and keystones that change how a hero fights
- tomes. every boss knows one trick and keeps it in a book. beat it and the book is yours for good. once a hero owns two, you choose which one comes along — and that is what makes two runs with the same party play differently
- the party. the archer joins you early; the wizard is a purchase, and an expensive one
- reward cards. mid-run upgrades that stack until the run ends, common to epic
- weather. fourteen kinds, rolled fresh every set: fog, downpour, ember storm, gilded, soul tide and worse. some help. most don't
ascension, and after
every dungeon has five tiers above normal. enemies up to twelve times as strong, gold paying up to seven times as much, the fallen staying down, and a sky that is always against you. clear a tier and the next one opens.
then there's endless: floors that don't stop, rolling all ten worlds, until something finally puts the knight down.
the look
chunky 8-bit sprites, stone signs on chains, a knight who doodles on everything he's handed. all lowercase, because he can't be bothered.
pick a dungeon. watch them work. count the gold.