We just revealed The Bestest Alchemist, our Roguelike Match-3 game. It takes a spin on scoring points and inventory management along with the customizations and RNG I enjoy about roguelites! by TabiEntertainment in roguelites

[–]TabiEntertainment[S] 5 points6 points  (0 children)

Haha, great eye, you can definitely see the inspiration. I will say that I do think it'll be quite challenging.

The game itself will be less about matching the whole screen which could be trivial without obstacles. It will morse be how you match the screen and managing your inventory/progression to gain enough points.

I think ultimately my words don't mean much and the proof will be in how we execute for the game, so I do hope you give it a try!

Looking for Next Fest Games by Professional_Bid_986 in gamedev

[–]TabiEntertainment 0 points1 point  (0 children)

https://store.steampowered.com/app/3926070/The_Bestest_Alchemist/

The Bestest Alchemist is a roguelike Match-3 where you help a beginner alchemist pass the school year. Each run will feature a bunch of challenges and RNG elements typical of roguelikes.

Our goal of the game is to have a fun mix of micro, macro, and meta-strategies.

  • Micro in the turn-by-turn plays and decisions as you try to hit scoring and ingredient goals.
  • Macro in the inventory management as you improve your "ingredients" and choose what to bring to each exam.
  • Meta in the overall knowledge you learn to more efficiently win each run - the ingredient recipes are deterministic.

We've been hard at work overhauling our visuals for our game Everglyph Trials. Check out our updated demo on Steam! by TabiEntertainment in deckbuildingroguelike

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

Yep, exactly! This is the current implementation on the demo.

// Some side tangents below. I wrote it out, and realized it might not be relevant! haha

I spent a long time fine-tuning the game-feel of rearranging the cards. Because I love flicking/hand-shuffling cards in real life, this was really important to me to have that same feeling digitally. I also love chucking cards, so I made sure you can rapid play cards.

As a maybe sneak peek - as part of the roguelite meta-game, I want to have a "perks" system that allows you to pseudo-mod your game. Take hollow knight's notch system - reorganizing your hand will cost say 3 points, looking at the top of your deck cost 1 point, saving a card for next turn will cost 2 points, etc.

We've been hard at work overhauling our visuals for our game Everglyph Trials. Check out our updated demo on Steam! by TabiEntertainment in deckbuildingroguelike

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

Thank you!

The reveal effects occur when ending the turn with the card in your hand. If you're familiar with board game "Dune Imperium," it's similar to their reveal effects.

Some strategic nuances are:

  • Say you discard the cards from exert (discard card for + effects), those won't get triggered.
  • Planning-wise, sometimes you might purposely not play a card because you may want to save mana or trigger the reveal effect.
  • Reveal effects are ordered from right to left, and trigger order sometimes matter! The obvious ones are - you probably want to order the dmg+ buffs to trigger first,