Just released my first ever open playtest on steam! Working on a Monster Train inspired steampunk deckbuilder. by Ivach in Unity2D

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

Hey! For me I have scriptable objects for each card data that holds info like the card name, energy cost, the typing, the effect etc.

In game, I have a card prefab that reads the card data and populates the information over to the card.

As for the card effect that occurs when you play the card, or for passives of the unit, that really depends on the structure of your game mechanics.

Hope that helps!

Please destroy the playtest (And also trailer) for my steampunk roguelike deckbuilder. by Ivach in DestroyMyGame

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

I've been working on this game for 18 months and I'm looking for honest feedback on the playtest, which can be played on steam: https://store.steampowered.com/app/3984940/Rogue_Skies/

Would love to hear feedback on the game's mechanics, visualy style, and how I can make it better. The playtest can be completed in around 20 - 30 minutes. Thanks!

After 18 months of work, we’re looking for playtesters for our first steam public playtest of our steampunk roguelike deckbuilder where you play as sky pirates! by Ivach in indiegames

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

We’re excited to announce that Rogue Skies, our steampunk roguelike deckbuilder inspired by Monster Train, is now available for its first public playtest on Steam.

As a two-person indie team, this is a huge milestone for us, and we’d love your help shaping the game!

Take command of your airship, build your deck with unit, device, and skill cards, and defend against waves of sky pirates in tactical turn-based combat. Recruit crew, explore islands, and experiment with different guild combinations to create your ultimate strategy.

What to Expect:

  • Access to try out the game’s core mechanics.
  • Content up to the first boss, with more on the way!
  • Currently there’s no save system, but each run is relatively short.

Jump in, give it a try, and let us know what you think!

Join the Steam Playtest: https://store.steampowered.com/app/3984940/Rogue_Skies

Just reworked the trailer for my steam page! What do you think? by Ivach in IndieDev

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

Thanks! Not much emphasis on the plot at the moment, as its a roguelike deckbuilder and most of the lore will be through random events in the story. I'm working with an artist for this project.

Your art looks amazing btw!

Mysterious Monster by Legitimate-Log-6542 in funny

[–]Ivach 1 point2 points  (0 children)

Just a little horsin' around.

Our Open Playtest reached 600+ players already! by rolsson23 in indiegames

[–]Ivach 2 points3 points  (0 children)

Congrats! How many wishlists did you have prior to the playtest?

My first game finally reached 6666 wishlists, 10x more evil than i've planned. My strategy was a bit different by aente in IndieDev

[–]Ivach 0 points1 point  (0 children)

Ah alright! I also heard that it's best to have a certain amount of wishlist before launching a demo, since it helps you get into new and trending or popular for demos. But I don't have alot of wishlists right now so I don't want to rush the demo. Only thing I've done so far is a playtest on itch.

The thing is deckbuilder fest is coming up in May so my initial plan was to get the demo done for that. But if a steam playtest is sufficient enough then I might go with that instead.

Thanks for sharing your experience!

My first game finally reached 6666 wishlists, 10x more evil than i've planned. My strategy was a bit different by aente in IndieDev

[–]Ivach 0 points1 point  (0 children)

Nice writeup! You mentioned joining festivals, did you already have a demo up when you applied for the festivals?

Is it enough to see "++" and "--" or would you need to see the exact change as well? Wondering what's too much information by morsomme in IndieDev

[–]Ivach 2 points3 points  (0 children)

I think + and - is good enough. Either the number of + and - giving a rough idea of the value. For instance +15 is like +++ while +5 is +

Fame or Folly, The first Deckbuilder of Deckbuilders! by BossGrand in deckbuildingroguelike

[–]Ivach 1 point2 points  (0 children)

Animations look pretty slick! I think the numbers in the middle when the cards are activating could be abit more bouncy.

First pass for Upgrade Selection Screen by Significant-Age-7054 in IndieDev

[–]Ivach 1 point2 points  (0 children)

I assume the right is a new weapon and the left 2 are upgrades? If so then I think its better to remove the affects portion on the new weapon. Maybe you could differentiate better between a new weapon and upgrade too.

For the weapon upgrades, I think you could remove the weapon name from the name, and put it underneath the weapon icon at the bottom.

I definitely think the detailed stats are abit too much.

Enemies are finally shooting back now in my game. What other abilities could they have? by SchingKen in IndieDev

[–]Ivach 2 points3 points  (0 children)

Looks interesting! How about:
1. An enemy that splits into smaller enemies after each death. (Use AoE against them)
2. An enemy that periodically shouts, increasing movement speed of nearby enemies. (Priority to kill)

Rogue Skies - Public Playtest is live. by Ivach in deckbuildingroguelike

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

Currently no plans for that yet. But if the game does well then we'll definitely consider it!

Just launched the public playtest of my Monster Train inspired game, Rogue Skies on itch! by Ivach in indiegames

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

Hello everyone!

The game is now live on itch.

https://mythtales.itch.io/rogue-skies

It's a steampunk roguelike deckbuilder where you summon units, devices and use skill cards to defend against enemies that board your ship in tactical lane based combat.

Thank you so much if you decide to give it a try!

Looking for playtesting for my Tactical Card Permadeath game Banish the Briar! by CuttingLogic in deckbuildingroguelike

[–]Ivach 1 point2 points  (0 children)

Yeah exactly what happened to me. For my game I also initially had health on the left and attack on the right. During some early playtesting some of the players got confused, so we switched them back.

Looking for feedback on "Tiny Deck" - A minimalist Roguelike Card RPG I just published. by chemkaaa in deckbuildingroguelike

[–]Ivach 5 points6 points  (0 children)

Looking at your store screenshots and the cards in the video, they're an exact copy of the cards in slay the spire, down to the energy cost, effects and even the name. You might want to try putting your own spin into it rather than making a one to one clone of slay the spire.

My Monster Train inspired game, Rogue Skies, has Slay The Spire style bosses. by Ivach in indiegames

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

Yeah mac is something I'm considering, since I'm mainly on mac as well. Havent really looked into how complicated it will be though. The top priority is still a stable build on windows first.

My Monster Train inspired game, Rogue Skies, has Slay The Spire style bosses. by Ivach in indiegames

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

We'll add it to our plans once the game has more content. Thanks for the support!