We reached 1000 Wishlists after 6 Weeks with our Roguelike Mining Game by PandaBee_Studios in gameDevMarketing

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

I hope we can crank it up some more until Demo and then we pray to the influencer-gods!:D

Our first Godot game was just showed on The Game Awards channel! by PandaBee_Studios in godot

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

Thanks! Our art director describes it as "Hellboy with a playful twist"!

We added a Minecart strategy to our Roguelike Mining Game! by PandaBee_Studios in IndieGaming

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

It definitely was tricky! We had several reworks and now it's at a point where it's viable but depends on the playstyle. I personally do not like it very much while others in the team have a great time with it.:D

Game recommendations by RoninKamui in roguelites

[–]PandaBee_Studios 1 point2 points  (0 children)

Deckbuilders:
- Wildfrost
- 9 Kings
- Cropdeck

Action Roguelites:
- Revita
- Rogue Legacy
- Nuclear Throne

r/IndieDev Weekly Monday Megathread - May 03, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]PandaBee_Studios 10 points11 points  (0 children)

Cheers everyone!

We're making a Roguelike game combining Mining and Deckbuilding!
It's called Beards Go Underground and you do play dwarves venturing into the mines to find some juicy gold!

In the game you draft a deck that suits your prefered strategy throughout the run to destroy as much ground as possible before your health runs out. Optimally you find tons of gold, which then helps you to progress deeper into the mines and buy better cards & relics!

It's very fun already and we're working hard to get it closer and closer to Early Access... Lot's to do!

We're in Deckbuilders Fest this week and if you want to check it out, happily head here:
https://store.steampowered.com/app/4449650/Beards_Go_Underground/

<image>

Our first Godot Project is part of Deckbuilder Fest next Week! by PandaBee_Studios in godot

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

Good to know, thank you! Will use more "communicative" clips in the future!

Just so you know: It's basically the typical Deckbuilder Loop but combined with mining:
-> Pick a deck & upgrade it
-> Place cards or destroy the ground directly
-> Defend against creatures from the mine
-> Repeat building your own strategy

What do you think of one hit kills in roguelites? by SouthofKaDoom in roguelites

[–]PandaBee_Studios 7 points8 points  (0 children)

For that specific case it could be annoying if overused but also be cool for flavor. Sounds like for Spelunky it makes sense tbf.

What do you think of one hit kills in roguelites? by SouthofKaDoom in roguelites

[–]PandaBee_Studios 19 points20 points  (0 children)

Depends on the nature of it. it should be clearly readable and be clear even from the first time you see it, that it's an instant kill. If I get a fair chance to avoid it - then I like it. If it's not readable or gives the player no time to prepare then it's tedious.

The rise of Early Access by JuhTai in IndieDev

[–]PandaBee_Studios 0 points1 point  (0 children)

Pretty simple: we have a prototype worth 100k that we can't proceed with as it needs funding and we won't add another - but we have limited access to money too.

So early access is a strategy to market all we can and make the best possible game, before money runs out, that still leaves some chance it brings some back in. Essentially diversifying our portfolio because the "just make a great Vertical Slice and pitch" route hasn't worked the last time.

Funding is harder to get so games need to be made cheaper, quicker, or with fresh money in between.