DINO MERCS is a roguelite/turnbased/deckbuilding game featuring dinosaur ... mercenaries!
Build a deck and defeat enemy mercs in fierce, strategic, combat.
Available in Early Access on Steam: https://t.co/Gjvw3bjLcL
"One of the best ways to determine wild carnivores is to travel with a big carnivore of your own. Smaller predators will tend to stay far away from a Carnotarus, and even most larger theropods will usually seek out an easier meal rather than risk a serious Injury in a fight."
Goals for 2025:
1. Do one big, final update for DINO MERCS. Leave the game in a great place and move on.
2. Start DINO MERCS 2 (learn UE5/blender, re-learn how to animate). Try to release a pre-alpha build at the end of the year.
3. Build a tool for my sandbox TTRPG.
X owning a game studio is a massive corporation owning a game studio. This is a self fulfilling problem being posed as a solution.
Hire people to make cool shit. Pay those people appropriately. Putting the requirement of AI on this just limits the kind of work produced.
Just go make games. Stop putting goal posts and requirements on it. We live in a time where tooling to do this is more accessible than ever.
DINO MERCS finally got the magical 10 steam reviews from players who didn't get the game for free.
“Mostly Positive” – which is definitely a win for being my first ever game.
Working on making the game even better, plus this gets me even more pumped for making the next game
Been getting good feedback from beta testers who have been playing the new update. I'll be actively working on fine-tuning the update over the next couple weeks.
A lot of stats, cards, and enemies will be adjusted to better play with the new mechanics. New update coming soon!
@Fedora_Saurus Looking forward to hearing your thoughts. First up is definitely scaling back enemy/player shields/armor/hp a bit. But I'm really glad to hear it's overall more engaging!
The Card Slot / Damage type overhaul update is now live for testing. For more details check out the DINO MERCS discord: https://t.co/biApxzN5Zc Hope y'all enjoy the update.
Every time I go a more than a few months without deploying a build of DINO MERCs to Steam, my auto-release system breaks because Steam loves to make things difficult for devs.
So instead of releasing the update for testing today, it'll probably be released tomorrow instead
Just finished reworking how damage works in DINO MERCS, plus reworked all the player/enemy decks.
Tomorrow I'll be releasing all the changes for testing in Steam if anybody would like to try them out. These are big changes, so a lot of playtesting will be needed!
@internetisaiah Thanks man, I definitely will! I'll start posting my progress on it. It'll be usable with any system/rules, and should massively cut down on the prep work needed for running a campaign.
In addition to video games, I love playing TTRPGs. I've been working on creating on a sandbox campaign and setting, complete with an web app to help manage all the complexity (100+ locations, 200+ npcs, 40+ factions)
Might share more details here soon 👀
@Fedora_Saurus This will be another challenge I'll need to think through gameplay-wise - some characters will have more of a focus on certain damage types, emphasis on certain stats, etc.. In the near future I'll be redoing stats completely so there's a lot of work to be done here!
I'm working on a huge change to DINO MERCS: damage types will become more specialized, dealing damage only to specific types of stats.
For example: kinetic damage will only deal damage to armor, energy damage deals damage to shields, etc.
I'm doing this because… 🧵
@DomEReapeR definitely a valid concern - the "elite" damage types (armor piercing, necrotic, explosive, etc.) will still deal damage to all stats. One benefit though of some damage cards being useless some hands is that it encourages playing non-damage cards as well (this is the hope)