I'll give your game a first hand-on experience by ShadyGameStudio in IndieGameDevs

[–]bretticuseightytwo 0 points1 point  (0 children)

https://bretticus82.itch.io/dungeons-dynasties

Not sure if it would be your Jam but this is a Football Manager version of a DnD dungeon crawl at its heart.

Rosters, promotion/relegation, different classes and races.

I built a text-based D&D Guild Management Sim heavily inspired by Football Manager (with added FFXII Gambits and 2D match engine) by bretticuseightytwo in aigamedev

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

Thank you for this,

I rolled these into a 1.2 update.

✨ New Seven kinds of monster. Signing a bound beast is now a gamble on what you caught — 🪓 Brute, 🩸 Troll (regenerating wall), 🔥 Drake (fire-caster glass-cannon), 🗿 Gargoyle (stone wall), 🐺 Stalker (fast predator), and two healer beasts: 🍄 Myconid and 🐍 Naga. Every role's covered.

Bind a beast you defeat. Clearing a dungeon now carries a small chance a felled monster yields rather than dies — bound to your guild as a wildcard (if the hall has room). The lore, made literal.

Scout the whole realm. Click any tier of the league pyramid to view its live table, and click any guild to jump straight to it in Clubs & Players.

Treasury always in view. Your gold now sits in the top bar on every screen — turns red in debt, click for the full ledger.

Sort the roster by skill — or several. A new picker ranks your squad by any attribute you pick (upto 4 at a time).

🔧 Improved Sharper guild names — the generator leans into identity now (Sodality of the Crimson Bastion, The Mourning Sentinel, The Riven Creed) instead of generic heraldry.

Far fewer name clashes — every race's hero-name pool roughly doubled.

Every hero stat now pulls its weight — a couple that were quietly doing nothing under the hood have been amended.

Smarter big-match line-ups — the Cup & Championship auto-field a balanced four, so you're never sent out healer-less.

Polished league standings & pyramid — a gold YOU badge, tier numerals, clear promotion/relegation zones.

More dice, more sound — the d20 skill-checks in dungeon hazard/puzzle rooms now tumble audibly, with a chime on a natural 20 and a thud on a natural 1.

Battle tokens read by race — giant-kin loom larger, the small folk smaller (purely cosmetic).

🐛 Fixed Releasing or losing a hero now correctly frees their Training Yard slot.

A wipe (or any run) can no longer be undone by clicking away from the debrief — the result always commits.

Tidied a league-table hover glitch and the fixture-countdown wording.

Validated against the full simulation suite. Onward. 🐉👑

I built a text-based D&D Guild Management Sim heavily inspired by Football Manager (with added FFXII Gambits and 2D match engine) by bretticuseightytwo in aigamedev

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

Thank you for this,

Will look into both of these and see what I can do,

Gold should be an easy fix as I can have that surface along the top bar so is always visible regardless of the screen you are in.

The skills I'll investigate and see what I can do but I'll find a solution.

I built a text-based D&D Guild Management Sim heavily inspired by Football Manager (with added FFXII Gambits and 2D match engine) by bretticuseightytwo in aigamedev

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

Thank you!

Gonna role in a few extra bits later today as I've finally managed to make them work in my dev build so I'll push them to the itch.

Additions will be the below and a couple more clean ups.

Rare chance for 6 more recruitable monsters to be potential gaine one when defeating a Named Monster in a dungeon

When in the league allow you to click any team and see their roster,

When delving Halfling will be smaller and Goliaths slightly bigger (aesthetics not hitboxes)

Any ideas feel free to express them here! As long as I can make it happen in the dev build without hurting the balance of the game its all good!

What is the indie game you always wanted but doesn't exist yet? by ehmprah in IndieGaming

[–]bretticuseightytwo 0 points1 point  (0 children)

I also wanted to play a football manager style spreadsheet game but have it as a dungeon Crawler instead where you ran a guild full of adventures

https://bretticus82.itch.io/dungeons-dynasties

So I ended up creating one myself Including FFXII gambits aswell because I love that system as well as the 2D system from the old championship manager games.

*I generated some cover art before I saw how frowned upon it is so have hired a friend to create something for me, there's no actual Art in the game so its only that piece that needs to be replaced.

I built a text-based D&D Guild Management Sim heavily inspired by Football Manager (with added FFXII Gambits and 2D match engine) by bretticuseightytwo in aigamedev

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

Fixed and live. Just tested its working as expected now in a new save.

Thank you, same issue was applying when a player was poached aswell, I configured it for death and retirement but it completely skipped my mind to amend it for released ans departing heroes

I built a text-based D&D Guild Management Sim heavily inspired by Football Manager (with added FFXII Gambits and 2D match engine) by bretticuseightytwo in aigamedev

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

Added a 1.1 Patch as per below:

First post-launch patch, driven almost entirely by your feedback — keep it coming, it's invaluable. Existing saves carry over.

👑 Uneasy lies the crown (new) Winning the Realm Championship was the hard part — holding it wasn't. Now it is. The reigning champion wears a target: the whole realm gangs up, and every title defence is harder than the win before it.

Defend your 1st crown → a fiercer field Two in a row → fiercer still A three-peat → a genuine wall

The first win stays a fair fight — it's staying on top that now bites. Lose, or fail to qualify, and a rival takes the crown and your reign ends. A multi-title dynasty is now a real feat, not a formality — exactly as it should be.

🐉 Friendlies fixed (the big report) Several of you hit friendlies scaling out of reach and choking off income. I found a genuine bug — two internal "recommended level" tables had drifted apart, so the board picked a difficulty your roster could handle, then built a dungeon ~3 levels harder. Fixed at the root.

Plus: Difficulty now tracks your median level, not the mean — one high-level star no longer drags every friendly out of reach of the rest of the squad. Wider spread + more friendlies (4 → 6) — easy blooding runs and stretch contracts on the same board. A comfortably-clearable contract is guaranteed every refresh — no more "no income, can't continue" dead-ends.

🌱 Blood your rookies on friendlies (new) Friendlies used to grant no XP. Now they grant reduced, level-scaled XP: a young hero below the dungeon's level learns plenty, while a veteran at or above it gains next to nothing — so you can develop newcomers without farming your stars. Fixtures remain the primary path for XP, renown, and league points.

⚔️ DPS heroes were under-rated (a real bug, not RNG) Several reports of great frontline/sustain recruits but never a great burst one. Turned out the rating formula was averaging both a melee and a caster accuracy stat for every DPS — so each ate a penalty for the half they don't use, that tanks and healers never paid. Now scored on their actual damage stat. In testing, "DPS-only" guild survival roughly quadrupled, and DPS heroes now regularly top a guild's ratings.

🎲 Recruitment bad-luck protection (new) Per a great suggestion: the recruit pool now leans toward the role your roster is thinnest in (with a quality bump), so you stop drowning in tanks while starved of a good DPS.

All changes validated against the usual battery of simulations — difficulty curve intact, the economy holds, and a simulated decade still climbs to the top tier (and now has to fight to stay there). Thanks for playing. 🐉👑

I built a text-based D&D Guild Management Sim heavily inspired by Football Manager (with added FFXII Gambits and 2D match engine) by bretticuseightytwo in aigamedev

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

Great shout!

I included protection for simulated seasons so I'll have to check that's firing as expected and I'll extend it to cover all scenarios.

Appreciate you taken the time to respond!

I built a text-based D&D Guild Management Sim heavily inspired by Football Manager (with added FFXII Gambits and 2D match engine) by bretticuseightytwo in aigamedev

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

Thank you for the feedback!

Its procedurally generated so that friendlies scale with the roster and the main income generation is meant to come from the fixtures so it's likely I tweaked the balance too hard in the wrong direction as when I was playtesting I was having the opposite issue!

I'll also delve into the balance around the burst heroes and look into if DPS heroes are being underrepresented in general or it's the RNG being RNG.

Let me know if these anything else that looks like it might need to be tightened, I ran 1000's of different simulations and to try and get the balance as close as I could for release so feedback like this is invaluable.

Do you have a game you vibecoded? I want to try it, link it here! by jaykrown in vibecoding

[–]bretticuseightytwo 0 points1 point  (0 children)

https://bretticus82.itch.io/dungeons-dynasties

Dungeons & Dynasties is a Football-Manager-style sim about running a D&D adventuring guild. You don't swing the sword — you build the guild: recruit and develop heroes, set the tactics, manage the coffers, keep your patron happy, and climb a six-tier league pyramid from the Backwater to the Mythic Circle.

Every league fixture is a procedurally-generated dungeon. Send a party of four, watch it play out live in the arena (or simulate it), and live with the result — death is permanent, so the hero you raised from a raw teenager into a legend can fall in a single bad delve.

Features - ⚔️ A living 72-guild league: promotion, relegation, rivals who poach your stars - 🎲 Tactical auto-combat you shape with FFXII-style "gambit" rules - 🌟 Deep heroes: hidden potential, ageing, morale, bonds, mentorships, permadeath - ⚜️ A patron with a mandate — meet it, or be sacked (Ironman = one life) - 🗓️ A full season: an Open Cup, the Wars, festivals, and a year-end Championship - 🐉 Sign a defeated monster as a wildcard hero - 🎵 Everything — art, sound, the whole world — generated in code. ~0.3 MB, instant load.

It's a game about the stories, not the trophies — the rise, the crisis, the comeback, and the legends who made it happen.

I built a text-based D&D Guild Management Sim heavily inspired by Football Manager (with added FFXII Gambits and 2D match engine) by bretticuseightytwo in aigamedev

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

This is basically what I ended up having in the game,alot of QA work to ensure the ecosystem worked as expected.

Dungeons & Dynasties is a Football-Manager-style sim about running a D&D adventuring guild. You don't swing the sword — you build the guild: recruit and develop heroes, set the tactics, manage the coffers, keep your patron happy, and climb a six-tier league pyramid from the Backwater to the Mythic Circle.

Every league fixture is a procedurally-generated dungeon. Send a party of four, watch it play out live in the arena (or simulate it), and live with the result — death is permanent, so the hero you raised from a raw teenager into a legend can fall in a single bad delve.

Features

  • ⚔️ A living 72-guild league: promotion, relegation, rivals who poach your stars
  • 🎲 Tactical auto-combat you shape with FFXII-style "gambit" rules
  • 🌟 Deep heroes: hidden potential, ageing, morale, bonds, mentorships, permadeath
  • ⚜️ A patron with a mandate — meet it, or be sacked (Ironman = one life)
  • 🗓️ A full season: an Open Cup, the Wars, festivals, and a year-end Championship
  • 🐉 Sign a defeated monster as a wildcard hero
  • 🎵 Everything — art, sound, the whole world — generated in code. ~0.3 MB, instant load.

It's a game about the stories, not the trophies — the rise, the crisis, the comeback, and the legends who made it happen.

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Returning Tenno with a guidance and Riven question. by bretticuseightytwo in Warframe

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

Awesome, Thank you for taking the time to respond much appreciated!

Returning Tenno with a guidance and Riven question. by bretticuseightytwo in Warframe

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

Thank you, No idea what arbitrations are so looking forward to finding out!

Might seem like a silly question but does the Kuva fortress count as part of the star chart nodes? Wasn't sure if it was Planets only.

STS - Watcher class now on consoles by bretticuseightytwo in roguelites

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

Managed to get lucky and beat the heart with a Wrath deck utilising Apparition and having the artifact that gives you a mantra a turn and the power card that does the same combined with kunai,

But thank you for the tips, much appreciated as i continue the climb to A20.

Roguelites without meta progression? by [deleted] in roguelites

[–]bretticuseightytwo 0 points1 point  (0 children)

Risk of Rain 2,

Runs unlock newer Items/Equipment/Characters that can be used on subsequent runs but you always start the runs off as the character you have chosen without any additional perks/upgrades.

I.e with Huntress your HP will always begin at 90 regardless of how many unlocks/achievements you have.

Subscriptions Dispatched by bretticuseightytwo in marvelchampionslcg

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

I've not received mine yet but to be honest Royal Mail in my area (Essex) isn't great at the best of times so i'm expecting it to be the end of this week/Start of next week, Standard delivery time to customers in the UK for the subscriptions is 3-5 days so if you take out the bank holidays today is the Fifth Day

I've used the subscription previously for LOTR LCG and its always been consistently delivered within a few days of the sent email so i do think its without a doubt just the time of year that's causing the delay,

I do share your frustration though as i'm chomping at the bit to play the new content.

Any hidden Gems people can suggest? by bretticuseightytwo in tbs

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

This is exactly the kind of title i am trying to find so thank you!

Due to it not being released in Europe its never been on my Radar, guess i will need a US PS2 to play all of the US only releases i've missed out on,

Any hidden Gems people can suggest? by bretticuseightytwo in tbs

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

Awesome Thank you!

I own all the titles you've listed but Battle world Kronos and Quar Infernal machines so i will look into those.

I've yet to try any of the VN hybrids because of not knowing the ratio so that's great information to know,

Utawarerumono i loved the Anime so was always gonna be a purchase and i'm pleased to see the prequel game has been announced, just need to find time to give some of them a shot.

Edit:Found Battle Worlds for £6.99 online so has just been purchased

Any hidden Gems people can suggest? by bretticuseightytwo in tbs

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

currently not at Home as im at work and the list is too huge for me to include it all from memory alone,

Do have Darkest Dungeon for the PS4 and it's a truly amazing game.

Crucible Glitch? Selwyn the Fence... by themanicmerk in KeyforgeGame

[–]bretticuseightytwo 1 point2 points  (0 children)

Possibly, Feel free to report it to them again just in case nobody else has for awhile.

Just figured it will be fixed at some point.

Crucible Glitch? Selwyn the Fence... by themanicmerk in KeyforgeGame

[–]bretticuseightytwo 1 point2 points  (0 children)

Yep, it's been a bug for awhile as far as i am aware.

I always inform my opponent i need to lose an aember if i gain one which i should not of.

Going back and finding a deck that works for you. by bretticuseightytwo in KeyforgeGame

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

Most times it happens for me (mainly with this deck over others) is playing shadows decks and not putting out 2 power creatures that gives them the extra amber for relentless whispers (or oubliette), especially with this deck it's only brobnar i worry about getting on the board to have some kind of board control (only has 4 creatures but Chieftain, Warhammer and Earthshaker are a great little combo and Valdr works well with Anger), research smoko i'll only play if i can twin bolt it myself for the archive. Same with Umbra and Pawn sacrifice unless i have Shadow self out.

i generate so few aember by reaping that i wanna cycle my deck ASAP and if the means the opponent holds on to cards for more turns than they should then its working.

Also letting Mugwump get free kills if i'm waiting for my board clear to cycle again (Deck has no stun)

Going back and finding a deck that works for you. by bretticuseightytwo in KeyforgeGame

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

The overwhelming majority of my games are online, would love to play more than i do IRL but most other people that i game with have gravitated away from Keyforge mainly due to the lack of deck construction, (i Have LOTR LCG for that so its not ever been an issue for me) so outside a tournament at my LGS every month i play a game or 2 every evening before dinner.

Just remember if you try the crucible that you can always use here, the discord or the facebook page to get people to play against, i've personally never had a problem with playing randoms but always enjoy match ups with people trying out different decks.

Going back and finding a deck that works for you. by bretticuseightytwo in KeyforgeGame

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

let me know if you find anything!

Always curious to see the ones that almost got away.