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Quarterly Reckoning

  • deckbuilder
  • roguelike
  • turn-based
  • corporate-satire
  • browser-game
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Fatih KIRLI built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Quarterly Reckoning was built by Fatih KIRLI with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Quarterly Reckoning opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Quarterly Reckoning

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a playable single-screen browser game titled “Quarterly Reckoning,” an original corporate-satire roguelike deckbuilder presented as a dark, polished responsive dashboard. Use a deep navy/charcoal radial-gradient background, rounded blue-gray panels with subtle borders and shadows, cream text, muted gray-blue labels, gold accent highlights, red danger values, and green/blue player meter fills. On desktop, use a three-column layout: left “Your employee file,” large center boss encounter, and right “Corporate calendar”; on narrow/mobile screens stack the panels vertically, with the encounter first and horizontally scrollable cards. Header: large uppercase “QUARTERLY RECKONING” logo with RECKONING in gold, pills for “Act 1” and “Stress 0,” and a small “A browser deckbuilder” tag on desktop.

The core game is a turn-based fight against one boss, Human Resource Meeting. The player is “The Associate,” beginning with 60/60 Morale, 0 Block, 3/3 Energy, Stress 0, and Round 1. The boss begins with 100/100 “Meeting Agenda.” Show the boss encounter heading and the quote “Let’s circle back on why you’re not more excited about synergy.” In the center arena show a speech bubble and a floating business-person emoji/avatar 🧑‍💼. Initially the bubble says “Before we begin, does anyone have a quick update?” and the status reads “Round 1 · You go first.” Include a scrolling combat log whose initial entry is “The meeting invite has been accepted. Regrettably.”

Implement exactly this starting 10-card deck, shuffled at reset: 3 Excel Throw, 3 Synergy Shield, 2 Passive Aggression, 1 Coffee Break, and 1 Circle Back. Draw 5 cards initially and 5 more at the start of each subsequent player turn. When the draw pile is empty, shuffle the discard pile into a new draw pile. Display the deck list in the employee panel with these card names and counts. The player can tap/click cards to play them if they have enough Energy; played cards leave the hand and are discarded at the end of the turn. Cards should be visually distinct by type: attacks warm peach/red, skills pale blue, and powers pale purple. Every card has a circular cost badge, name, description, and uppercase type label:
- “Excel Throw,” cost 1, attack: deal 13 boss damage. Log: “You threw a pivot table. It was surprisingly effective.”
- “Synergy Shield,” cost 1, skill: gain 11 Block. Log: “You said ‘circle back.’ Everyone nodded. +11 Block.”
- “Passive Aggression,” cost 0, attack: deal 6 boss damage and gain 1 Stress. Log: “Your email had no greeting. Critical hit. +1 Stress.”
- “Coffee Break,” cost 1, skill: heal 8 Morale up to the 60 maximum and draw 1 card. Log: “You stared into the coffee machine. Morale restored.”
- “Circle Back,” cost 2, power: deal 10 boss damage and gain 8 Block. Log: “You postponed the problem into oblivion.”

Show an Energy 3/3 pill and disable cards whose cost exceeds current Energy. The “End Meeting Turn” button ends the player turn: discard all remaining hand cards, calculate the boss attack as 12 + 2 for every completed group of three rounds (equivalent to 12 + floor(round/3)*2), absorb damage with Block, remove absorbed Block, subtract the remainder from Morale, and log the exact attack/absorption/loss. If the player survives, increment Round, reset Energy to 3, draw 5 cards, and continue. The boss’s visible intent changes by round: on rounds divisible by 3 show 🧩 “Synergy Overload,” “The boss will ask for a breakout session.” and 16 dmg; on other even rounds show 📧 “Reply All,” “A thousand unread emails crash into you.” and 14 dmg; on odd rounds show 📊 “Mandatory Alignment,” “The meeting will drain your will to live.” and 12 dmg. Update the speech bubble to “This is not the collaborative outcome we envisioned.” when boss Agenda is below 35; otherwise use the quick-update line on odd rounds and “Let’s take this offline and make it a recurring invite.” on even rounds.

If boss Agenda reaches 0, show a centered blurred dark overlay modal with 🏆, title “Promotion achieved,” text “You defeated Human Resource Meeting. Your reward: a new meeting about your victory.” and a gold restart-style button labeled “Take another quarter.” If Morale reaches 0, show 📅, title “Calendar defeated you,” text “The meeting could have been an email. It was not. Try again with more Block.” and button “Reschedule reality.” Both modal buttons reset the entire encounter. Also provide a visible Restart button beside End Meeting Turn.

The left panel should contain “Your employee file,” “The Associate,” quote “I can do anything. Except another 7:00 AM sync.”, Morale meter, Block value, and the tip: “How to survive: Spend Energy to play cards. Block the meeting’s nonsense, then throw paperwork back at the problem.” The right panel should contain “Corporate calendar” rows: “✓ Inbox zero — done-ish,” “✓ Performance review — awkward,” “→ Human Resource Meeting — now” in red, and “○ Weekend — locked,” followed by “Combat notes” tips: “Some cards add Stress for extra damage. Because apparently that's a feature.” and “Bosses change their intent after every turn. Read the room. Or don't — it's still a meeting.” Footer text: “Inspired by classic roguelike deckbuilders; built as an original corporate satire.” and “Tip: cards can be tapped on mobile.” Make the hand touch-friendly, cards hover slightly upward on desktop, and keep the overall look as a compact, readable game HUD rather than an illustrated world.

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