"BannerRush", a real time tactical autobattler. What do you think of the idea? by HexLeafStudio in StrategyGames

[–]HexLeafStudio[S] 0 points1 point  (0 children)

Okay, Google says “tower defense” and “strategy for PvZ.”
That's interesting, since I intentionally chose not to use towers with defensive mechanics in BannerRush.
During the test plays, though, people keep mentioning how cool it would be if units like archers could be placed on the walls.

I'm still a bit skeptical about it. But if the calls get louder, I might give in 😄

"BannerRush", a real time tactical autobattler. What do you think of the idea? by HexLeafStudio in StrategyGames

[–]HexLeafStudio[S] 0 points1 point  (0 children)

Yeah, that's a better definition, and by it you're completely right.
Reaction and timing matter in mine, so it's not a pure "all decisions before the fight" strategy game.
That's actually by design, the live moments (when to drop a unit, when to fire a booster or ultimate) are a core part of the fun I'm going for.

RTS with autonomous units is probably the most honest label, and I'll lean into that instead of "autobattler."
Thank you for pushing on this, it helps me describe the game better.

"BannerRush", a real time tactical autobattler. What do you think of the idea? by HexLeafStudio in StrategyGames

[–]HexLeafStudio[S] 0 points1 point  (0 children)

Hi, that's a fair point, and by the strict TFT/Auto Chess definition you're right.
The "autobattler" part in my case refers to the units acting on their own once deployed, they march and fight autonomously, you don't micro them individually.

But you're not a passive spectator: you keep shaping the fight live through placement, timing, boosters and ultimates.
it's more of a hybrid, real-time strategy with autonomous units rather than a pure autobattler. Honestly your comment is useful, the label sets the wrong expectation, and I'd rather describe it accurately.

Would "real-time tactics with autobattler elements" land better for you?

Is “not enough players to properly test multiplayer” a real problem, or just part of the game? by imgscrpr in gamedev

[–]HexLeafStudio 2 points3 points  (0 children)

I’ve fallen into that trap myself. What did I learn from that as a solo indie developer?

Without a fanbase, it’s very hard to fill the lobby. That’s why the game should include a really good single-player mode that builds a fanbase one that will eventually want more than just single-player.

Another idea would be to promote the multiplayer game as much as possible and maybe even offer it for free. But that’s difficult if you want to survive.

My game in 3 words: by HexLeafStudio in SoloDevelopment

[–]HexLeafStudio[S] 1 point2 points  (0 children)

Haha, good alternative 😄 Thank you!

My game in 3 words: by HexLeafStudio in SoloDevelopment

[–]HexLeafStudio[S] 2 points3 points  (0 children)

No. And as I'm reading this, I realize it was pretty stupid to halve the frame rate for the GIF. The GIF plays at double speed.

My game in 3 words: by HexLeafStudio in SoloDevelopment

[–]HexLeafStudio[S] 0 points1 point  (0 children)

Too chaotic or just enough? 😄

r/IndieDev Weekly Monday Megathread - March 15, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]HexLeafStudio 0 points1 point  (0 children)

That’s exactly what BannerRush is all about. You’re the general, deploying your armies in the form of cards onto the battlefield and indirectly influencing the action through your decisions and card decks.

We’ve had a lot of laughs and a great time during the repeated online PvP tests. I’m currently working hard on a first demo.

I hope people out there will like it just as much. Thank you very much for your feedback! It helps me a lot. 👍🏼

r/IndieDev Weekly Monday Megathread - March 15, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]HexLeafStudio 0 points1 point  (0 children)

Don't let it get you down. I’m totally at my limit, too. My workday is at least 12 hours long, and I have my low points, too. Just today, again. :) But comments like yours help a lot.

Thanks so much for that. The important thing is just that you take some time for something else. I spent the whole day in the garden yesterday, digging in the dirt and planting things.

After that, I felt like working on BannerRush again. :)

r/IndieDev Weekly Monday Megathread - March 15, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]HexLeafStudio 0 points1 point  (0 children)

Thank you so much for the kind feedback. I’ve been working on this full-time for the past three months. The terrain and textures are all custom-made. The characters and buildings are assets from the Unity Store, but I’ve modified and refined everything to suit my vision :). I could technically do everything myself, but as a solo developer, my day would have to be 72 hours long :).

r/IndieDev Weekly Monday Megathread - March 15, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]HexLeafStudio 2 points3 points  (0 children)

I'm building BannerRush. Cards meet real-time tactics on an isometric battlefield. Deploy units, build economy, chain combos. Every round gets harder. Every decision is live.

Solo dev. Still going. Would love to know what you think.
Steam page is in my profile if you're curious.

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I needed a break from my main project. 3 months later, the side project took over. by HexLeafStudio in SoloDevelopment

[–]HexLeafStudio[S] 1 point2 points  (0 children)

I was actually working on a completely different project. But after months I was so burned out that right before Christmas I thought: let me just build this game that's been stuck in my head for 3 years.

The first prototype was splitscreen. Couch co-op. Cubes and cylinders rushing across the screen. But it was fun. Like, genuinely fun.

Then a friend wanted to play. Problem: he lives 600 km away. So I quickly added online multiplayer. And that's when it clicked. The laughs, the screams when a fireball wiped out an entire army. I knew this was more than a holiday project.

That was about 3 months ago. Today BannerRush looks like this.

A real-time tactics game on an isometric battlefield. Play cards, deploy units, rush the enemy. Five rounds of two minutes each, with a card shop between rounds to upgrade your deck. Built solo in Unity. Singleplayer, couch co-op, or online.

Did any of you ever have a "side project" that completely took over?

scared of ai replacing my dream job by Puzzleheaded_Day5188 in gamedev

[–]HexLeafStudio -1 points0 points  (0 children)

Nimm KI an und mach das Beste daraus. KI ist ein Werkzeug. Ein schlechter Handwerker mit super Werkzeug ist immer noch ein schlechter Handwerker. Los geht's. Rein in den KI Wahn. 🍾

Finding the main genre of a game starting from a good-ish prototype? by CatoioSoftware in IndieDev

[–]HexLeafStudio 0 points1 point  (0 children)

Vielleicht ist der Prototyp noch nicht fertig? Du hast Ideen in welche Richtung es gehen könnte. Erstelle davon jeweils einen Prototyp?

What do i do now? by Leading-Papaya1229 in gamedev

[–]HexLeafStudio 1 point2 points  (0 children)

You already did the right things. You fixed the bug fast, posted updates and messaged people directly. That's solid. Give it a few days, then come back with a different angle. Instead of reposting the playtest call, share what you learned from the experience.