The video is on the subreddit, i had problems submitting it

Inspiration

I drew significant inspiration from the Pokémon Trading Card Game, particularly in the gameplay mechanics—such as strategic card placement, energy (karma) management, and the turn-based combat system. However, the structure of user-generated matches and community interaction was heavily influenced by popular Devvit-powered subreddits like r/Pixelary and r/Riddonkolous, where users actively create and engage with matches through Reddit posts.

These subreddits sparked the idea of treating each match not just as a private instance of gameplay, but as a public, live, and social event—a post visible to all, where the community can choose to interact, challenge, and influence the outcome. Combining this Reddit-native approach with the tactical depth of TCGs resulted in a hybrid format that’s both competitive and community-driven.

What it does

The sureddit has an initial menu screen just like pixelary or riddonkolous, where you have three options: -check your inventory -go to a shop to buy cards and card packs -create a match.

Game Description (Extended Version) When a user creates a match, they select the cards they want to use from their inventory. This action automatically generates a Reddit post, which serves as a real-time log of the match. Any user who sees that post can choose to attack the player who created the match.

If a user decides to attack, they are presented with a screen to select the cards they want to use for the attack (limited to those available in their inventory). Once selected, they enter a combat screen, where they can launch a single attack per turn against the opponent's cards.

Card Types There are three main types of cards in the game:

Character: These are units that can execute attacks or moves. Each move costs karma, and can either damage enemies or apply other effects.

Effect: These cards are assigned to Character cards to modify or enhance their abilities.

Prize: These cards contain karma, but cannot be attacked directly. They serve as rewards for the attacker if they manage to eliminate the opponent.

Field Structure Each player's field is divided into three rows:

Defense row

Attack row

Prize row

These rows are primarily positional and do not have specific mechanical functions, except for the prize row, which cannot be targeted directly.

Attack and Reward Mechanics Players can only perform one attack per turn.

If a player successfully eliminates an opponent's card, they keep that eliminated card.

The attacker also receives the karma contained within the eliminated card.

If the defending player runs out of cards, the last successful attacker claims the prize card.

Karma and Economy Karma is the in-game currency. It is used for:

Performing Character card moves

Purchasing items or cards from the shop

Karma is earned by:

Eliminating opponent cards (you gain the karma those cards held)

Claiming prize cards when defeating an opponent

End of Match A match ends when a player runs out of cards on the field. The last player to attack successfully automatically wins the prize card as a final reward.

How we built it

The project was developed primarily using Bolt as the IDE, which provided a fast and flexible environment for vibecoding and iteration. The webviews were built with React, allowing for a dynamic and responsive user interface. For the design phase, I used Figma for layout and UI/UX planning, and Canva for additional visual elements and presentation materials.

All card artwork was generated using ChatGPT's image capabilities, allowing for fast prototyping of unique visual assets while maintaining a consistent aesthetic across the card types.

Challenges we ran into

What started as a simple and lighthearted idea was originally meant to be just a game for collecting cards—no battles, no strategy, just fun collecting. But as I kept experimenting, I decided to add some playful mechanics on top of it. That’s when the concept evolved into something more interactive and silly, eventually leading to the current gameplay system.

Accomplishments that we're proud of

The game is fully integrated with Reddit, using posts as a core gameplay mechanic and enabling direct interaction between users within the Reddit ecosystem.

The visual design has a nostalgic charm—reminiscent of early 2010s online games—which gives it a playful, approachable vibe that I personally love.

There's plenty for users to explore—this isn’t just a static webview. The app offers a wide range of gameplay possibilities, encouraging creativity and interaction beyond typical turn-based systems.

One of my favorite aspects: the game is fully responsive, performing smoothly across all devices, whether desktop or mobile.

The rules are simple to learn but genuinely fun, striking a balance between accessibility and engaging strategy.

What we learned

What truly sets this project apart isn’t just the UX, UI, or complex game logic—it’s the core idea itself. The concept of turning Reddit posts into live, interactive matches blends community engagement with gameplay in a way that feels both fresh and natural.

I’m genuinely proud of how this idea evolved, and I believe it has the potential to grow far beyond this hackathon. It’s simple, original, and built for real interaction—something I hope resonates with players and the community alike.

What's next for reddit TCG

If I win, I’d use the opportunity to hire artists to create original card artwork, allowing me to expand the game with new cards and richer visuals. I’d also implement a trading system, encouraging deeper player engagement and helping build an entire card-based economy and marketplace around the game.

But even if I don’t win, I’m fully committed to the project. I plan to continue developing it, promote it through communities like r/GamesOnReddit, and still add new cards and trading features to grow the player base organically.

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