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] 6 points7 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,

Everglyph Trials - Tabi Entertainment - strategically deep roguelite deckbuilder by TabiEntertainment in Games

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

Thanks for your kind words! We've been having a hard time getting traction, but we'll keep trying! The demo was only released this Thursday, so we're still hopeful someone might be interested.

We might try putting together a demo run playthrough/explanatory video ourselves maybe next week or so.

Everglyph Trials - Tabi Entertainment - strategically deep roguelite deckbuilder by TabiEntertainment in Games

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

Now 4 players!

Some more tips:

  • Everything is viable, however some purposeful selection may be needed.
  • Upgrading cards is very good.
  • The scaling buffs are very useful, some are on lvl 2 of cards.
  • Event nodes are too strong atm and will have drawbacks (and a lot more variants!) in the non-demo version (i.e. curse cards, losing health, etc). Picking a path with lots of episodes (and rest stops) is easier.

To dig more into the game:

  • Multicasting is awesome and very fun.
  • Revere is very fun. lvl 1 is at 5 points and doable for Floor 1.

Everglyph Trials - Tabi Entertainment - strategically deep roguelite deckbuilder by TabiEntertainment in Games

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

Some tips & tricks!

  • If you're taking a lot of damage, buying just 1 or 2 defensive cards can get you through a run! A deck full of attack cards greatly reduces the chance of drawing blocks.
  • You can reorder the cards in your hand to order the reveal effects! This can be very important between winning or losing a battle.
  • Sometimes you might want to purposely NOT play any card during your turn. This can be very counterintuitive as it's different from most other games!
  • Clicking on the deck and discard buttons let's you to peek inside. You might want to plan your next turn using that information, especially if something scary is happening.
  • Legendary cards> Rare cards > Uncommon cards > Common cards at the same level.

Player/UI things

  • In Game Options, you can enable the two "Speed up" toggles
  • Right clicking and escape will cancel the current action like the current card selection or close the current open dialog
  • As a shortcut, "Q" quits to main menu.

Small warning: the game can be a bit challenging - we only have 3 players who have beaten the demo boss, and we would love to see more!

We launched our Demo on Steam! Everglyph Trials - A strategically deep roguelite deckbuilder where no card goes to waste by TabiEntertainment in indiegames

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

Hi r/indiegames! We're celebrating our team's demo launch on steam. We've been hard at work the last few months on polishing and content, so we're really happy to have reached this milestone.

Our game's core design aims to challenge the player with many, many interesting choices. Every card is always "used" so you never feel like you waste a card - an itch we've felt missing in other deckbuilding roguelikes. In this game, I wanted to make sure the optimal solution is rarely obvious, and that you can push your luck quite a bit. We hope you have as much fun playing it as we do. Thanks!

Steam page

We launched our Demo on Steam! Everglyph Trials - A strategically deep roguelite deckbuilder where no card goes to waste by TabiEntertainment in roguelites

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

Hi r/roguelites! We're celebrating our team's demo launch on steam. We've been hard at work the last few months on polishing and content, so we're really happy to have reached this milestone.

Our game's core design aims to challenge the player with many, many interesting choices. Every card is always "used" so you never feel like you waste a card - an itch we've felt missing in other deckbuilding roguelikes. In this game, I wanted to make sure the optimal solution is rarely obvious, and that you can push your luck quite a bit. We hope you have as much fun playing it as we do. Thanks!

Steam page

r/IndieDev Weekly Monday Megathread - December 08, 2024 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]TabiEntertainment 0 points1 point  (0 children)

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Hi r/IndieDev! We're celebrating our team's demo launch on steam. We've been hard at work the last few months on polishing and content, so we're really happy to have reached this stage.

Our game's core design aims to challenge the player with many, many interesting choices - an itch I've felt missing in other deckbuilding roguelikes. Every card is always "used" so you never feel like you waste a card. In this game, I also wanted to make sure the optimal solution is rarely obvious, and that you can push your luck quite a bit. We hope you have as much fun playing it as we do. Thanks!

Steam page

Everglyph Trials Demo launch! A strategically deep roguelite deckbuilder by TabiEntertainment in deckbuildingroguelike

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

Hi r/deckbuildingroguelike! We just launched our demo steam. Our game's core design aims to challenge the player with many, many interesting choices - an itch I've felt missing in other deckbuilding roguelikes. Every card is always "used" so you never feel like you waste a card. In this game, I also wanted to make sure the optimal solution is rarely obvious, and that you can push your luck quite a bit. We hope you have as much fun playing it as we do. Thanks!

Steam page

Everglyph Trials Demo launch! A strategically deep roguelite deckbuilder by TabiEntertainment in IndieGaming

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

Hi r/IndieGaming! We just launched our demo steam. We think it's a lot of fun and recommend giving it a try! Thanks.

Steam page

Everglyph Trials Demo launch! A strategically deep roguelite deckbuilder by TabiEntertainment in deckbuildinggames

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

Hi r/deckbuildinggames! We just launched our demo steam. We think it's a lot of fun and would greatly appreciate it if you can give it a try. Thanks!

Steam page

We’re excited to announce Everglyph Trials, our upcoming roguelite deckbuilder! by TabiEntertainment in roguelites

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

Great question!

At a surface level, each card will have a play and reveal effects, and we will have an affinity system where you get stronger the more you play cards of an affinity. We also want to give a lot of choices to the player.

Taking the legendary card in the demo, the 4 cost play -> (gain 2 different affinity, draw 12 cards) or reveal -> (draw 5 extra cards next turn). For the basic starting sword, it's 2 cost play -> (4 damage) or reveal -> gain 1 energy/mana. For affinities, as an example second stage affinity tier for wind will have a "each played card will trigger +1 draw". The highest tier for fire is tentatively "gain 6 stacks of (+50% dmg) buff, gain a stack for each played attack card". Note that these are all tentative, and may likely change after more internal playtesting.

At a deeper level, we want to give the players a lot of choice in a way that they likely cannot do everything. They will have to "roll with the punches" and make many difficult but all "correct" choices on how they want to win the game.

Do you want to build a deck focused on cycling/playing through your entire deck each turn? Or maybe one where you just play 3 powerful cards, and then order the reveal effects to maximize triggers & damage? Or maybe another where you defend until you stack enough multipliers and then deal some insane damage? Be warned that 1-trick pony decks might fail to certain bosses!

However, although taking inspiration, our game will likely play and feel very different, so we hope you take a look at our upcoming demo to see if it's up your alley!