A solo and co-op card game where one defender holds the line against everything else in the candy aisle.
Where defense is the mechanic, not the theme
Working title · A concept by Pamplemoose Games
Good Candy started with a group of dads flipping bags over in the candy aisle and hating what they read. That aisle is the antagonist in your own origin story. In August you added a co-founder whose entire job is stopping people from getting where they want to go. Those two facts, laid on top of each other, are a game.
So the game gets built out of what you already are. No borrowed world, no mascot invented to justify a license.
Junk candy pours down the aisle in three lanes. You hold it back with your squad, and you hunt the quarterback calling the plays.
Red zone reads two ways here. The football one, and the color on the back of the bag.
The junk deck flips three cards, one per lane. The quarterback flips a play call that tells all three what to do.
You draw three and set your squad into the lanes you want held.
You commit your spy to one lane before anything resolves. This is the bet.
Matchups resolve. One card leaves the board each time. Nothing to track, nothing to count.
If your committed lane came open, your spy gets to the quarterback. Four sacks and the drive is over.
Every turn you want two things that fight each other. Hold all three lanes, and get through one of them.
Your spy declares which lane he is rushing before a single matchup resolves. Guess right and you reach the quarterback. Guess wrong and you gave up a lane for nothing.
The lane you can most easily clear is usually the one you least want open, because the card sitting in it was the one that could not score anyway.
That single decision carries the whole game. It is why a defense game has offense in it.
Drawn in the rubber hose style already printed on your bags. Three card families, one shared species.
Three defenders per flavor, slotted by size. Same three slots every time, and each flavor builds its bodies a completely different way.









Nothing structural hangs on the flavor lineup. A new flavor ships a new squad and nothing already printed changes. Squads can ride along as bag inserts or small boosters, which makes your launch calendar the game's release calendar.
Nobody plays the bad guys. The junk deck flips, the quarterback calls a play, and the whole offense obeys it. That is what makes this a game you can play alone or with your kid on the same side of the table.






The tight end is the interesting one. Each turn he chooses whether he is advancing or blocking, so one of your three lanes is always a question you cannot answer before you commit.
The rules never change. The junk deck does. That means a seven year old and their dad play the same game on the same table without anyone pretending.
Junk that only runs forward. Every card does one thing and says so on its face.
Play calls start moving cards sideways. Lanes stop being separate problems.
Junk with abilities, and a quarterback who punishes a bad commit. This one exists because somebody's dad is going to take it far too seriously.
Co-op is the default second mode. Two people splitting a bag and splitting a defense is the same feeling.
Micah arrives described as an athlete, a gamer, and a dad. A card game sits on all three at once, and it is the one piece of merchandise that gets played instead of worn.
One more thing worth saying out loud. The junk candy in this game are cartoon idiots and the tone stays there. Nobody gets lectured about sugar, including you, because your own copy is careful about that and we would keep it that way.
Every character, name, and piece of art created for this becomes yours. The brand, the flavors, the gummies on the bag, all of it stays where it already is. We bring the design work and hand over the finished thing.
Characters, squad names, card art, the box. Usable across your marketing, your socials, and anything else you want to put them on.
We build the game, run the playtests, and deliver a set that is ready to manufacture.
Sixteen characters exist now. They share a species, a construction rule, a naming grammar, and two factions that read apart at a glance. That is more than a card game needs. It is roughly what a brand world starts with.
Full character bibles, personalities, and relationships. Who leads the squad, who the rivalries are, what the junk side wants.
Packaging, socials, plush, shorts, in-store. The same cast working everywhere you already talk to people.
A brand with characters has something competitors cannot copy off a shelf. The candy can be matched. The cast cannot.
The card game stands on its own and does not need any of this. But if you want the bigger version, we would rather build it with you from the start than bolt it on later.
Zack Howe and Cole Beardsley. We take a brand, a world, or an idea, and turn it into a card game that came out of the thing itself.
The card game Zack designed at Nyx Studios, funded on Kickstarter in under thirty minutes.
Printed cards on a table within two weeks of a yes. Playtesting settles the numbers. Then art, box and rulebook, and your call on retail, bag inserts, or a crowdfunded first run.
Money is a conversation, and it comes after you decide whether you like the game.
If it clicks, we build the prototype. If your gut says this is not for Good Candy, that is a completely fair answer and we would rather hear it early.
Let's call your lane →Zack Howe & Cole Beardsley · Pamplemoose Games · zack@pamplemoosegames.com
Concept pitch prepared by Pamplemoose Games LLC for Good Candy. All Good Candy brand assets, names, and imagery appear solely to demonstrate this concept and remain the property of their owners. Junk candy characters are original parody creations and reference no existing product. Game mechanics and designs are original work of Pamplemoose Games LLC. Concept art only; final art would be commissioned. AI never touches the game design. Not for distribution.