I've made games before through The Game Crafter, but all are too big and complex to reasonably sell online, so I've been looking for a game that's less component heavy.
The idea I came up with (called "Cardboard Dungeon") is basically an entire dungeon crawler made up of cards. The game would have three decks; a "Dungeon" deck to represent different tiles in the dungeon, an "Encounter" deck to represent enemies, and a "Loot" deck to represent the different things players find.
The main game mechanic is deck building. Each player would start with a deck made up of a few set cards. Each turn, they would explore the dungeon and draw a new dungeon card to place on the board, which would tell them what encounters/loot/etc. they've found. When they encounter an enemy, they flip the top card of their deck, "War" style (loot and monsters have numerical values). If they win, they get more loot. If the lose, they get a wound card, which is basically a "0" that clogs up their deck.
For variety, you can add all sorts of different types of loot. Cash cards could be worth nothing but can be traded in to a shop. Equipment cards could stay on the table and give you a passive or one-time bonus. Monsters could also have unique effects, as well as boss monsters, etc.
Each time you reach the "exit", the level is shuffled away and you start again, but add in new dungeon cards, monster cards, and loot cards to the mix, slowly increasing the difficulty.
So, what do you guys think? Also, are there any other games with a similar concept?
This game would definitely take inspiration from a number of other deck building games, the difference being that while most deck building games focus around the actual building of a deck through planned actions, the cards you get in this game would be more random, focusing more around specific actions "in the dungeon". Yes, it requires a little less strategy, but it's also meant to be a lighter game.
What exactly do you mean by "works properly"? Or rather, what kinds of problems do you see arising?