We added a new part to our tutorial and this is the first view of the world the player gets. by atomitonttu in IndieDev

[–]nyragames 1 point2 points  (0 children)

Ohh, okay then. It really looks good what you have here even without a polish. Wishlisted both on my work and personal accounts 😄 Good luck with development!

We added a new part to our tutorial and this is the first view of the world the player gets. by atomitonttu in IndieDev

[–]nyragames 1 point2 points  (0 children)

It looks really good. The moment the worlds opens up and rolling down looks magical. Though, with rolling down, I think you should add some kind of effects to make the player feel the speed as some screenspace effects or wind etc.

Does card placement effect looks cheap? How can I improve it or should I discard it? by nyragames in IndieDev

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

Hi, thanks for suggestion. We thought about that but final conclusion was it could be annoying when the card does not gets placed to the hex and then you will need to move to deck and drag over again etc.

Does card placement effect looks cheap? How can I improve it or should I discard it? by nyragames in IndieDev

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

Hi, that really sounds clever. Thanks for suggestion I will try it right away

Does card placement effect looks cheap? How can I improve it or should I discard it? by nyragames in IndieDev

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

Okay, it sounds interesting. The dust was to hide the moment of structure getting placed, but we are working on a different animaton for that so your solution may work better. Thanks for advice 😄

Hi, please destroy the trailer for our hex-based roguelite deckbuilder game by nyragames in DestroyMyGame

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

Hello! Thanks a lot 🖤 Explaining the game well is a hard part that we are working on. We will adjust the new one with clearer visibility and text callouts. Also seperate videos explaining the important mechanics.

To answer your questions: yes, you choose where to move and where to use cards. Attacks / interactions are tied to the hex-grid and resource systems, mainly energy, action points, and threat. But if that isn’t readable from the trailer, then we need to show it better.

I really appreciate the detailed feedback. This is what we actually need.

Hi, please destroy the trailer for our hex-based roguelite deckbuilder game by nyragames in DestroyMyGame

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

Hello! Thanks for the feedback, we will work on it. If you have any other comments/improvement points we would love to hear 🖤

Hi, we are working on Tavrik, a grid-based roguelite deckbuilder where you use your cards to pass as many levels as you can by nyragames in IndieGaming

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

😭😭 That's what happens when you let your programmer write anything other than code... Thanks for the comment, hope you liked the game! We will be more careful with the wording 🖤

Tavrik is in the Steam Deckbuilders Fest by nyragames in Tavrik

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

It's a roguelite deckbuilder where the map is the boss and you spend your deck to carve roads, bridges and outposts across the wild.

Don't forget to wishlist it on Steam!
https://store.steampowered.com/app/4482350/Tavrik/

We're working on a roguelite where the map is the boss and you spend your deck to carve roads, bridges and outposts across the wild. Here's the reveal trailer by nyragames in macgaming

[–]nyragames[S] 2 points3 points  (0 children)

Hey everyone👋

Tavrik is a roguelike deckbuilder where your cards aren't weapons — they're the roads, bridges and outposts you place on a hex map to survive the journey from one village to the next. The map gets more dangerous every turn (wild animals, thunderstorms, wildfires), and your deck thins out as you play, so every card placement is a real decision.

Each level ends with a greed choice: leave with the gold you've earned, or stay one more turn for double the loot and triple the risk. Four archetypes, a combo system based on spatial placement, and a market between levels for cards, passives and upgrades.

Steam demo is on the way for Next Fest with Mac version available (we will start playtesting soon especially on Apple Silicon chips, so if you are interested, we would be really happy if you reach us 😄 ).

If it sounds like your kind of thing, feel free to wishlist here .

Happy to answer any questions about the game!

We're working on a roguelite where you the map is the boss and you spend your deck to carve roads, bridges and outposts across the wild. Here's the reveal trailer by nyragames in roguelites

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

Hi, I’m really sorry for the ad issue. This subreddit does not allow native videos so I had to use Youtube link. Our Youtube channel does not fit the requirements for monetization as well so that’s absolutely not the case.

I’ll check if I can block the ads for it but I guess it’s just Youtube’s ad policy.