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Justin

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A member registered Jul 03, 2023 · View creator page →

Creator of

Recent community posts

Thanks so much for playing and leaving such thoughtful feedback—it’s super helpful, and I totally get the frustration.

1) Yeah, the timer is a problem for beginners, actually gave me a idea—I'll just remove it from Beginner mode entirely.

3) For the “1v1v1v1” confusion: basically there are three other AI opponents, each with their own teams. I’ll definitely reword that to make it clearer.

4) You’re also right about not seeing other players’ teams—there’s a backwards way to get a hint by looking at what units they discard in the trash list, but I’ll improve that by showing who discarded what, and who you're matched with that round. That visibility should help with planning.

5) As for the discard mechanic, I think I didn’t explain it well. Each round, one of your pawns gets removed from play—not just for you, but for everyone. So it’s kind of a way to signal what you don’t want, while also denying units to others. But sometimes if someone already has a pair of that unit, they might be waiting for it—so maybe you hold onto it instead. There’s more depth there but I need to find a better way to convey it.

Anyway, I really appreciate you taking the time to write all this out. It’s already helping me think about how to improve the early experience. Thanks again!

(2 edits)

Hey everyone,

I’m working on an early prototype of a strategy auto-battler called Kami, inspired by TFT with some Mahjong-style mechanics, mainly discarding and reacting to what other players toss away.

Play the prototype (WebGL, no download):
Kami (Playtest) by Justin

It’s designed with mobile in mind, but for now, I recommend playing on desktop due to current WebGL bugs on mobile (e.g., pawn movement stutters or UI glitches). The final version will be a native iOS/Android app.

What I’d love feedback on:

  • Does the discard mechanic make sense and feel strategic?

  • Is the no-selling system intuitive or limiting?

  • How’s the pacing (gold gain, rounds, decisions)?

  • Are the synergies and unit types easy to understand and fun?

  • General thoughts on mechanics, balance, and flow

Quick Info:

  • Fast-paced matches (5–10 mins)

  • Every round, one benched unit is placed into the discard slot to be destroyed — adds tension like Mahjong. You can swap the discard unit before it’s gone, giving you a choice of who to give up. Once discarded, units cannot be bought again. This removes it from play for you but also all other players.

  • No interest or selling, so every choice matters

  • Types and abilities offer synergy-based bonuses

  • Built for short mobile sessions, though desktop play is recommended for now

Optional feedback form:
https://forms.gle/abRineCzDefzntfeA

Thanks so much for checking it out! All comments welcome, even short impressions help a ton.