Update 3.4.0 is live!
The new interface is finally here, alongside the first raid with trophies.
I'd love to hear your feedback on the new UI! :)
Hey there! First off, thank you so much again for taking the time to write such detailed and constructive feedback. I really appreciate looking at the game through that specific design lens (great article link, by the way!).
I actually took your points regarding the Arena and "interesting decisions" and used them as a foundation for the major update that just went live (v3.2.0).
Here is what I changed based on your input:
I hope these changes bring the strategic depth you were looking for. I'd love to hear what you think of the new Arena!
Hey ProxyFirewall
Thank you so much for this detailed and honest feedback. I really appreciate the kind words about the UI and the "game feel"!
You hit the nail on the head regarding the overwhelming start. I took your advice and just released Update 3.1.0 today, which specifically addresses this! I added a new Onboarding Mission system that acts as a tutorial course. It now guides players through the features step-by-step (unlocking them slowly, starting with working and pack opening) instead of throwing everything at them at once. Your feedback was the main driver for getting this done so quickly.
I’ll definitely head over to the Slugger page and give it a try to return the favor. Expect some feedback on your page soon!
Thanks again for helping me improve the game!
Cheers, TheLuigiplayer
The different card series are there, because in first line it's a card collecting game. And I'm playing with the idea to make older packs more expensive, when I add new ones.
The arena is a gameplay gimmick I came up with, because I like roguelite games and I wanted to make the cards have atleast some use and to increase the coin gain.
And I still see some flaws and room for improvement with the arena mode, like I think I might change the attack / defend order, to not let your first llama do all the heavy lifting and to make the decision between buying equipment and potions a bit more difficult.
Hey everyone! I'm the solo developer of Llama Legends, and I just released Update 3.4.0.
Last time, your feedback helped me completely reshape the combat system (ATB). Since then, I've been working hard on the two other most requested areas: Visual Polish and Multiplayer Content.
With the recent updates, I introduced the first Global Raid Bosses (Co-Op Events) and today, I completely overhauled the User Interface.
The big changes:
Since the UI change is quite big for existing players, and the Raids are my first attempt at multiplayer balancing, I’d love your honest thoughts:
You can check out the new look in the browser here:
https://lamaz.itch.io/llama-legends
Any feedback (visuals, UX, or balancing) helps me immensely to polish the game further.
Thanks for playing and helping me build this! 🦙
I can understand and respect your decision.
But since I do this just as a hobby as a solo-dev, with zero-budget and while having a full-time job, using AI is the only way for me, to create and run a free gacha/card collecting game, with unique looking artworks.
My personal view on this topic is, as long as it's free, it shouldn't be a matter.

Playable Link (Mobile & Desktop friendly): https://lamaz.itch.io/llama-legends
I’ve been working on a casual browser game called Llama Legends, and I would love to get some feedback from you guys!
Before it comes up: Yes, all of the card arts are AI generated, using Nano Banana Pro. But thanks to that, I can operate the game fully free for you AND I can put out new cards quite quickly.
What is the game? It’s a mix of Gacha, Clicker, Idle, and Card Collecting. The core concept is simple: You collect coins (passively or actively), open packs, and complete your album with AI-generated Llama artwork. It's meant to be a chill side-game to relax with.
The Collections: Currently, there are over 200 cards across three main collections:
🦙 Season 1: The "Base Set" with 100 unique, general llamas.
⚔️ Llama Wars: A sci-fi parody collection with 50 cards inspired by Star Wars.
🎬 Hollywool: 50 cards inspired by famous blockbuster movies and cinema culture.
🎁Promo Cards: Cards you can get from achievements, from events or promo codes.
Feedback requested: Since I'm a solo dev, I might be blind to some bugs or UX issues.
Do you encounter any bugs, especially when opening packs and/or saving your data?
How does the UI feel?
What do you think about the sound effects? Could I improve them and add more?
Do you think the "gacha" animations can be improved?
A general question on the ethics/trade-off: I know AI art is a controversial topic. For me, using it was the only way to create a game with this much content (200+ unique cards) as a solo dev with zero budget, which allows me to keep the game 100% free and release updates quickly and to generate artwork inspired by popculture. My moral question to you: Do you think using AI assets is acceptable in this context (free, solo-project, rapid content, etc.), or is it a dealbreaker for you regardless of the context?
Thanks for reading and checking it out! 🦙
I'm not sure, because of licensing and stuff.
For me, using AI is the only way to create a game with this much content (200+ unique cards) as a solo dev with zero budget, which allows me to keep the game 100% free and release updates quickly and to generate artwork inspired by popculture.
I do it just for the fun of it and I fear the second I earn money from it and invest money into it, it would become too professional.
Dear itch.io Community,
I'm developing a RPG Maker XP Project for nearly 10 years now, it is called Cast Away - The Oddysee and just recently I've released the Demo here on itch.io, before it was just available on german forums. I would love to receive some Feedback. Eventhough I'm developing the game for nearly 10 years, with huge development breaks, it is nowhere near perfect and it is still my first serious RPG Maker Project. Even if you don't speak german, maybe you can just provide some genereal Feedback, I would appreciate it very much! :)
You can find the itch.io project page here: https://lamaz.itch.io/cato
-TheLuigiplayer
Sadly I couldn't get the Game running with my xBox-One Controller so I can only give you FeedBack based off the main menu and the Screenshots. The Game itself looks very interesting, I like the simple design. The Main Menu animations look very smooth and I'm super curious how you have done the music! :D
I wish I could get it into play mode though, that's why I can't even rate the fun factor =/
I really like the idea of the game! It makes fun but is also very challenging, as the amount of cupids/arrows increase very fast, but it's possible. I think with some more polishing, more enemies and more difficulties, you could turn this one into a full game!
Also the art style reminded me of Don't Starve, which is nice! :D
Hello Brackey's Community! We might be a little late to the party, but we still got 10 days left to rate eachother's games! While we already rated many games out there, we think that there are many hidden gems that aren't recognized enough. And if you want your game to get recognized, we would like to rate your game, if you would like to rate ours!
We created this little Google Form Document where you can submit your game:
https://goo.gl/forms/8Zwhe930NnNqXV913
We try to rate as many games as we can in this 10 days! (Most likely, we are able to rate the majority on the weekend)
And if you haven't played or rated our game already, you can find it here: https://itch.io/jam/brackeys-2/rate/374729 or in the Form.
Thank you for submitting your games! We will enjoy them for sure! :D
I've already played your game, very nice! :D
https://itch.io/jam/brackeys-2/rate/374729
This is our game, we would appreciate every kind of FeedBack :)