The Paladin's Card Game
A strategy game prototype made for the spring 2025 theme of “Devotion.”
22 projects in our archive. The full list of entries or winners may include more.
BOOOM 2025 游戏创作挑战
Compare projects from the same event and track, using the same judging criteria. A project without an award record here may still have won.
A strategy game prototype made for the spring 2025 theme of “Devotion.”
A light action puzzle in which clicking a ball causes an explosion whose blast pushes another ball into a hole. The creator describes about 20 levels, AI-generated background music, and a 5–15-minute playthrough; the page also lists half an hour, so duration is inconsistent and unmeasured.
A click-through visual novel that presents characters’ actions and emotions from different viewpoints. The creator labels this the original competition build; the separately listed later Steam page is not the same edition.
A strategy narrative about an emergency AI, Astra 0052, repairing a spacecraft stranded on an unfamiliar planet. Players allocate devices and energy from six reactors while weighing repairs, hibernating astronauts' survival and sacrifices. The creator describes two endings; neither was played through.
A physics platform puzzle using songs to interact with animals and the world, with carrying, character switching and animal stacking.
A factory-themed Sokoban-like puzzle. Players push robots to designated positions and reclaim their energy, while every step drains their own battery. Route planning balances completing the task against conserving power; running out of power prevents movement.
A card game won by emptying your deck before an opponent; the creator says it has no health, attacks or minions, and everything is represented by cards.
A strategy roguelike combining auto-battling and resource management. A commander recruits units and builds synergies by faction, class or unit combinations while clearing monsters along an expedition. The creator lists four factions, seven classes, 28 unit types and 11 treasures, with AI-assisted art and music; these counts were not independently verified.
A text narrative about loss, reunion, love and restraint, intended by the creator to be read quietly with headphones and mouse clicks.
The 2025 official directory lists Lucky Garden; the same GCORES project ID now shows a gardening strategy-builder titled Tianxuan Garden. Players combine plants and bonuses under weather and terrain effects to score within limited harvests. The page explicitly says content expanded after BOOOM, so current feature counts must not be backdated to the jam build.
An interactive card adventure about love and sacrifice: amnesiac Alice travels a dream world with companion Meri and gradually recovers her memories.
A retro pixel-art action roguelike about digging into a procedurally generated underground world. The creator describes upgrades, declining sanity, and sacrificing the character through burning to offer ashes. Exploration must be balanced against going deeper. The page recommends a controller and Chinese language; some audio and translation are AI-assisted.
A tavern strategy game where Bill mixes drinks to satisfy customers, aiming to earn one million within a day.
A side-scrolling 2D point-and-click text adventure with light puzzles. A prince's soul trapped in a statue encounters a visiting swallow; exploring scenes, collecting items and triggering events advances a fairy tale about giving, loss and love. The stated half-to-one-hour duration was not measured.
A science-fiction simulation and tower-defense game where HAL9000 must return cloning technology to a resource-depleted Earth, while players assign work to clones.
The 2025 official directory lists Apprentice Deity, while the same GCORES ID now displays Divine Power Co., Ltd. The current page describes a roguelike deck-builder where a divine employee uses power cards to gain mortal belief, with performance reviews and wages framing the story. This establishes a page-level name change, not identical competition-time mechanics.
A side-scrolling action adventure where the village's last hope fights cave monsters with a rapier after a strange incident.
A narrative management game about tending a bar aboard a galactic ferry. Over a ten-day voyage, the player talks with unusual travelers and chooses cocktail ingredients that affect multiple endings. The current creator page says development has stopped; its allegations about team members are not treated as verified facts.
A text role-playing and visual-novel experience in which repeated dives document a whale carcass and its changing ecosystem to reconstruct its life and contribution to the ocean.
A dystopian text narrative about reviewing employee applications. Players talk with employees and decide whether requests are justified; money saved for the company becomes a contribution score that affects rewards and endings. The creator lists three endings, one requiring a score above 250; none was independently reached.
A sandbox building simulation where people and plants support stone towers, collecting sunlight and faith to lengthen the day and reduce night and bad weather.
A visual-novel-style adventure with dice elements, about escaping a psychiatric hospital and recovering memories of “her.” The creator specifies mouse movement and clicks, warns against rapid repeated interaction, and suggests restarting if bugs occur. Dice-resolution details and complete branches remain undocumented.