Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

YUNQUE Games

4
Posts
1
Topics
A member registered 5 days ago · View creator page →

Creator of

Recent community posts

Thanks! A bit of both.

The first-match tutorial only teaches the turn loop — Vigor, play a card, pick a target, attack, pass. It reacts to what you actually do, so it never tells you what to play, just what's legal right now.

Deck strengths are spelled out before the match instead: the deck picker shows each deck's one-line strategy, a difficulty tag (Easy / Medium / Advanced, with what it rewards) and three representative cards. That's enough to pick on feel.

After that it's discovery, and the design helps: every deck is the whole faction, so its identity shows up on its own within a couple of turns — Rabbits go wide, Foxes hit early, Capybaras heal and hold the six slots. There's a Casual bot level for poking at a deck without being punished.

Thanks — this is exactly the kind of opening-path check that helps. I’m glad the green-card/red-target cues and the changing top instruction made the first

  spell-to-attack sequence easy to follow.

  You caught a real Help gap: Guard only means that unit cannot attack. Unlike Taunt, it does not force enemy attacks or restrict their targets. Thanks to your

  report, I added that distinction to the Help guide in English, Spanish, and Portuguese, and pushed the update live.

  I also bumped the PWA cache version so returning players receive the updated guide instead of an older cached version.

  And thanks for being clear about the scope: I’ll treat this as opening-flow feedback, not a balance or phone verdict. The Pocket Wordplay link is noted; when

  I try it, I’ll focus on whether making the first sentence makes me want to remix a second one.

  Code TESTER (via the CODE button in the lobby) unlocks all the decks and gives you the Beta Tester badge. I’d love to hear how the first match feels.

  Best,

  Gabo

Thanks — that's a precise report and it was spot on. The deck catalog was the one screen that never went through the translation layer: each deck card was built straight from the Spanish data, and the "ELEGIR MAZO" label was hardcoded in the CSS.

Fixed and live now at https://naipe-cimarron.yunque.games/?lang=en → Choose deck and opponent:

- Personality and strategy summaries for all 21 decks are translated (English and Portuguese), including each deck's weakness line.

- Difficulty labels (Easy / Medium / Advanced), the archetype keyword (Breed, Cunning, Armor…), the deck/card counts and the "Choose deck" action are translated too.

- Deck, expansion and card names stay in Spanish on purpose — they match what's printed on the cards.

I also added a regression test that follows exactly that path (English entry → deck selection) over the real deck data, so this shouldn't come back silently.

Code TESTER (via the CODE button in the lobby) unlocks all the decks and gives you the Beta Tester badge. I'd love to hear how the first match feels.

Hi! I'm Gabo, from Uruguay, solo dev behind YUNQUE Games. Naipe Cimarrón is a two-player strategy card game about Uruguayan wildlife: rabbits (swarm and tempo), foxes (tricks and theft), capybaras (control and the river) and armadillos (armor and endurance) fighting for six slots on the table. Each turn you gather Vigor, play creatures and tricks, and try to break your opponent's line. A game takes about 15 minutes. It runs in the browser, no install, no account needed. English, Spanish and Portuguese.


Project page (English): https://yunquegames.itch.io/naipe-cimarron-en


What I'm looking for feedback about:

1. The first ten minutes: is the tutorial enough, or did you get stuck? Where?

2. Balance: did any deck or card feel unfair? Every change runs through a simulator before release, but simulators don't feel frustration.

3. Mobile: does it play well on your phone? Which one?

4. Would you play a second game? If not, what killed it?


Type TESTER in the lobby's CODE button and every expansion unlocks. Testers who send real feedback get one of three VIP decks, each with its own theme that repaints the whole game. I also want to add easter eggs for testers (a card, a name, a joke in a flavor text): suggestions welcome. I iterate fast, often the next day.


Honest note: the card illustrations are AI-generated (Stable Diffusion) and retouched by hand, with care, chasing a style of my own; the plan is to keep personalizing every card. Rules, code and design are mine. Happy to play and comment on your game in return, especially anything browser-based.