DAY81
Added combat progress UI and a shop screen.
The run flow is starting to connect:
battle → reward/gold → shop → next battle
Still using temporary values, but it feels more like a roguelike run now.
#indiedev#gamedev#cardgame#roguelike
@yabsssai Thank you! The most challenging part so far has been making the card movement, field slots, and combo/attack flow feel readable in one screen.
Since the game is built around a 7-slot field, I’m trying to make every UI element support battle decisions instead of just decoration.
DAY59
I removed the top-center final goal UI from the battle screen.
The screen now focuses more on the player field, enemy field, card placement, and attack targets.
Still WIP, but the battle layout feels cleaner now.
#indiedev#gamedev#cardgame#roguelike
DAY63
Added the basic game flow:
Main Menu → Character Select → Battle
It’s starting to feel less like a combat test and more like an actual game.
#indiedev#gamedev#cardgame#roguelike
I changed my card battle system.
It used to be combo-based, but now players use one card at a time.
The goal is to make battles easier to read while keeping field positioning important.
Feedback is welcome!
#indiedev#gamedev#cardgame#roguelike
DAY41 devlog is up.
I finished implementing the starter card effects into the combat system through code and data.
No final card art yet, but the battle logic is moving forward.
#gamedev#indiedev#deckbuilder
Restarted development in Godot.
The combat prototype now supports combo targeting, enemy actions, TP/HP flow, and the final objective.
Still early, but it finally feels playable again.
#gamedev#indiedev#Godot
DAY29 - TP System Overview
TP is the basic resource used during combat.
It is shown above the deck and decreases by 2 each time the player acts.
Current uses:
Move cards
Draw from the deck
Restore fields
Restore broken cards from the graveyard
#gamedev#indiedev#roguelike
Day 21of solo dev: I implemented the Strike and Harmony combo system for my field-based roguelike card game. Swapping card positions across 7 slots changes combos in real time, with golden borders and auto-updating final power.
#indiedev#gamedev#cardgame#roguelike
Tweet
Cards fight directly on the battlefield — not just as effects.
Day 14 of developing my solo roguelike card game.
Improved combat UI for better readability.
#indiedev#gamedev#roguelike#cardgame
Day 7 of development.
I'm making a roguelike card game where cards fight directly on the battlefield instead of being played from hand.
Here is the current prototype.
Devlog:
https://t.co/XQDEYaq5No
#indiedev#gamedev#roguelike#deckbuilder