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Herestes

3
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2
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A member registered Aug 08, 2025

Recent community posts

Hi! The other partner here :) First of all thanks for the review. I cannot put enough how these replies mean for me and for us...

For the Eldwood's point I'm really trying to develop an AI logic for each different unit types and overall war doctrines so I can assure you my goal Is to make those battles almost unique. Also I would love some of your inputs when we published the game :)

Also you have mentioned Phonexa. We are completely unaware what it is. Should we use it for general insights? 
Our goal is to publish the game in here as beta then get some info about it. 

Thanks for the review, love to hear from you again :)
OG

Hi! The other partner here :) First of all thanks for the review. I cannot put enough how these replies mean for me and for us...

For your concerns about the battles being repetitive I also having that anxiety while developing the game :) But from the play-tests I can see a light for the AI logic and overall challenge it provides. 

I would love you to test when we publish the game :)

And for your last remark; why roguelite dealbreaker for you? I'm really curious about that because in my mind I envision the game with experimental and incremental progression like Slay the Spire or binding of Isaac maybe, which were fun I believe. 

Love to hear from you again and thanks for your reply again :) 
OG

Hi! The other partner here :) First of all thanks for the review. I cannot put enough how these replies mean for me and for us...

I'm experimentally developing the game via help of claude. I have no domain expertise besides the almost 30 years of gamer experience of mine. So as you can guess, I want to produce games not only consume anymore because I cannot find a niche for my taste first of all :) So you can be sure that my priority is what is fun for me on development. (By the way I love paradox interactive games but they have too much learning cost...)

Even though our goal to publish the beta in itch our end goal is to get to early-access stage in Steam so we are tying to think ahead with those key-words, tags for our game. So I guess you are right with the vagueness of the key-words but we want to hit those tags before beta. 

Anyways, my vision/loop for the game something like this:

*You will have a team/arm of (5 units) units with a champion (acts as king in chess, you must protect it!),
*You enter to tactical RPG like combat (resembles chess/checkers) with them on 5x5 grid board,
*From the battles you acquire resources (only golds for now),
*You retain the damages and losses of your team after a battle and enter your camp,
*In your camp you can heal, replace, and upgrade your army,
*To do those you must buy and/or upgrade your camp buildings,
*Repeat until you complete the campaign,

With these I'm not sure if this fits rougelite tag but I want some unlockable content from the runs. 
PS: Currently I'm completing the units archetypes and overall game/chess engine for combat AI. 

Thanks for the reply again. I would love to hear from you again :)
OG