Image 1 — Due anni fa ho lasciato il lavoro per sviluppare un gioco indie da solo, e ci siamo quasi
Image 2 — Due anni fa ho lasciato il lavoro per sviluppare un gioco indie da solo, e ci siamo quasi
Image 3 — Due anni fa ho lasciato il lavoro per sviluppare un gioco indie da solo, e ci siamo quasi
Image 4 — Due anni fa ho lasciato il lavoro per sviluppare un gioco indie da solo, e ci siamo quasi
Image 5 — Due anni fa ho lasciato il lavoro per sviluppare un gioco indie da solo, e ci siamo quasi
Image 6 — Due anni fa ho lasciato il lavoro per sviluppare un gioco indie da solo, e ci siamo quasi

Due anni fa ho lasciato il lavoro per sviluppare un gioco indie da solo, e ci siamo quasi

Ciao a tutti, sono Stefano e sto lavorando a Gotogra: un roguelike deckbuilder tattico in cui il movimento è tanto importante quanto le carte.

Se lo volete provare c'è una build pubblica (giocabile anche dal browser): https://asnowgoose.itch.io/gotogra

E potete mettere wishlist qui: https://store.steampowered.com/app/4327290/Gotogra/

A Novembre, se tutto va bene, su steam uscira' la demo ufficiale e poi il rilascio e' previsto dopo il primo nextfest del 2027

Fatemi sapere cosa ne pensate!

Credits

Design, programmazione, sound design, pixel art/art direction iniziale e altre cose cose ci sono dietro io "asnowgoose" (:
Pixel art (collaborazioni su commissioni): MISBUG and sunpixels
Music e feedback di game design: sorrycat

u/Gotogra_game — 9 days ago

First post here. Solo dev, 3 years into a turn based dungeon crawl, and I'd love to hear what you think about it

Hi all, long time lurker, first time posting.

I have been building Gotogra on my own for about three years. It is a turn-based dungeon crawl: you ascend a castle full of dungeons, fight, loot, find the vendor, and take on the boss at the end. The fights play out on a board rather than in first person, and every enemy shows what it is about to do before you commit, so each turn is an interesting mini puzzle that dynamically emerges every time.

Each dungeon you clear lets you choose where to go next, and that choice puts a rule on the rest of the run. These rules stack one on top of the other.

It is playable in the browser if you want a look, no sign up, no install: https://asnowgoose.itch.io/gotogra

Steam page. If you enjoyed it, wishlisting the game on Steam helps a lot: https://store.steampowered.com/app/4327290/Gotogra/

I am mostly here to hear from people who actually know this genre. If you try it and something feels wrong, I would rather hear that than a compliment.

Thanks for having me.

u/Gotogra_game — 14 days ago

Hey, Gotogra is a roguelike deckbuilder I've been working on full time for almost 3 years. Demo link in the body!

Gotogra is a tactical roguelike deckbuilder, where positioning and field manipulation matter as much as the deckbuilding.

I've been working on it full time for almost 3 years.

Right now the Steam demo is my whole focus, and I'm doing everything I can to have it ready by early November.

You can play the current build right now, it's publicly available on itch: https://asnowgoose.itch.io/gotogra

If you'd like to give me feedback directly, I'd love to hear it, here in the comments (or on the itch page) or even in DMs.

Wishlisting on Steam is also appreciated!

https://store.steampowered.com/app/4327290/Gotogra/

u/Gotogra_game — 1 month ago

Almost 3 years working on it and my tactical roguelike deckbuilder is shaping up like the game I wanted

In Gotogra you fight on a grid of lanes, and where you stand and move matters as much as the cards you play. Push/Pull enemies into each other, drop them onto traps, and avoid danger by moving.

I've been working on it for almost three years. For a long stretch it was the kind of project where you only see the next problem, never the shape of the whole thing. That changed this year: a lot got simplified, several mechanics got reworked, and for the first time the game knows what it wants to be :D

I'm finally starting to see the end of the tunnel, but it has been, and still is, a lot of fun to work on.

The Steam demo lands in November (fingers crossed). From here on I'll be sharing a lot more of it as it comes together, instead of disappearing for months.

If you got this far and want to try the current build and give me some early feedback, it's on itch right now:

https://asnowgoose.itch.io/gotogra

Wishlisting helps a lot too: https://store.steampowered.com/app/4327290/Gotogra/

u/Gotogra_game — 1 month ago

Gotogra, my tactical roguelike deckbuilder, gets its Steam demo in November. If you want to break the current build before then, DM me

I posted Gotogra here back in February. For anyone seeing it for the first time: it's a tactical roguelike deckbuilder, where positioning and field manipulation matter as much as the deckbuilding.

Heavily inspired by Slay the Spire, Shogun Showdown, and ScourgeBringer for the dungeon exploration.

Since that first and only post I've kept working on it full time, and it hasn't stopped growing. A lot of things got simplified, several mechanics got reworked, and the design finally knows what it wants to be.

I owe a lot to the people who gave me feedback along the way. And it's a solo project only in the sense that I'm the only one on it full time: I'm working with two pixel artists and a musician to bring it to life.

Right now the Steam demo is my whole focus. I'm doing everything I can to have it ready by early November.

Before that, as the title says, I'd like a few people on the current build. Not a public beta, just a handful of players who actually want to dig in and tell me what's wrong with it. If that sounds like you, send me a DM and we'll talk.

Wishlisting on Steam helps more than you'd think, but the feedback helps more.

https://store.steampowered.com/app/4327290/Gotogra/

u/Gotogra_game — 1 month ago

Finally implemented the overworld map for Gotogra, my tactical roguelike deckbuilder where positioning matters as much as your deckbuilding skills.

The castle illustration was painted by my artist Misbug (https://www.misbug.com/), collaborating with him is amazing!

Most of the rest is solo work, coding, design, story, characters, enemies, cards, etc.

The side panels show run modifiers (bonuses on the left, enemy buffs on the right) that get applied when you enter the dungeon.

u/Gotogra_game — 5 months ago

Been playtesting in the playground room and stumbled into a combo that feels really satisfying.

Pierce card hits enemies in a line for damage and also arms ground traps they're standing on. End the turn, armed traps trigger on enemies turn start, clearing a whole row of enemies in one chain.

Building these little setup then payoff moments is genuinely the most fun part of designing a deckbuilder.

u/Gotogra_game — 6 months ago