
Loot Hunter
Craft the kit, watch the bonks

A cosy deck-building roguelike on a dungeon table: draw five cards, spend three energy and read every enemy's next move before you end the turn. Jelly cubes, moth knights and grumpy cacti stand between you and a tea-drinking dragon.
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Deck Delve is a deck-building roguelike played on a cosy dungeon table. You start with ten cards, mostly strikes and guards plus one potion, draw five each turn and have three energy to spend. Every enemy shows its next move above its head, a hit of 7, a block or a buff, so each turn is a small brain teaser: block exactly what is coming, knock out the attacker first and keep your energy for the card that matters.
After every fight you pick one of three new cards and the deck grows into a plan. Sticky slime cards coat enemies in goo so every hit lands harder, echo cards play twice, and draw and energy cards keep long turns going. A branching map leads through three acts of ten floors with elites, relics, campfires where you rest or upgrade a card, shops that only take the coins you find on the way, and mystery rooms. Jelly cubes wobble, moth knights flutter, grumpy cacti prickle back, and every act ends with a boss, the last one a dragon who would rather be drinking tea. Defeated enemies go poof, and a hero who faints is simply back at camp for the next run.
Runs are quick, about ten minutes an act, and the game saves after every card, so you can close the tab in the middle of a fight and carry on later. Finished runs unlock three more heroes with their own starter decks, the daily run is the same for everyone that day, and your high score is kept in your browser. Drag a card onto a target or tap the card and then the target; on a keyboard the number keys play cards and E ends the turn.
Deck Delve gives you five cards and three energy a turn, and every enemy shows its next move above its head. Use that: if a hit of 7 is coming, block about that much and put the rest of your energy into attacks, and if an enemy is only blocking or buffing, you can attack freely. When several enemies are on the table, knocking out the one about to attack is often the safest play.
When you pick one of three new cards after a fight, think about a plan rather than the strongest-looking card. Sticky slime cards make every following hit land harder, echo cards play twice, and draw and energy cards keep long turns going, so cards that work together are worth more than a pile of strikes. Campfires let you rest or upgrade a card: rest when your hero is worn down and upgrade when they are not. Shops only take coins you find on the way, and elites and relics sit on the branching map too, so choose your path with care. Each act takes about ten minutes.
Yes. Deck Delve is free to play in your browser on Kiloo, with nothing to download and no account to create. The game saves after every card, and your high score is kept in your browser.
Yes. On a phone or tablet you drag a card onto an enemy, or tap the card and then the target. On a keyboard the keys 1 to 5 play cards, the arrows pick the target, E ends the turn and Esc cancels.
A run has three acts of ten floors, and each act takes about ten minutes. The game saves after every card, so you can close the tab in the middle of a fight and pick up where you left off.
Finished runs unlock three more heroes, each with their own starter deck, for four in all. If your hero faints, they are simply back at camp and ready for the next run, and the daily run is the same for everyone that day.
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Deck Delve
A cosy deck-building roguelike