▲ 14 r/Indiefightinggames+1 crossposts

Can a dash have personality?

Been experimenting with movement and spacing in Spells of War. Here's one of Yasu's dash mechanics. Does it look satisfying to use?

u/IamLordeyayaya_0 — 7 hours ago

What if a card game borrowed the best parts of fighting games?

This is Spells of War, the fighting game that inspired my tactical card fighter, Ayre Battles: Heritage Academy.

I'm still developing both projects, and I'd love feedback from fighting game players.

What stands out to you first? The character designs? The presentation? The UI? What would make you want to see actual gameplay?

u/IamLordeyayaya_0 — 3 days ago
▲ 37 r/Indiefightinggames+2 crossposts

Heritage Academy: Spells of War!

Been experimenting with some combo routes in Spells of War's training mode. Curious what the FGC thinks. This was captured directly in-engine, so there may be a little hitching, but I'd love feedback on the combat feel.

u/IamLordeyayaya_0 — 7 hours ago
▲ 2 r/cardgamedesign+2 crossposts

Trial and Error.

Yasu carries two anomalies that each represent a different piece of his heritage.

Trial resides in the soles of his feet, passively gathering blood throughout the battle.

Error exists within the void of his soul, quietly accumulating Willpower by resonating with Ayre.

These two forces shape how Yasu plays, rewarding careful momentum management while reflecting the conflict at the core of his character.

The artwork is AI-assisted, while the rain, atmosphere, and animation were created and composited by me. (idk where the flair button is)

I'm curious from a card game design perspective:

Does this lore naturally reinforce the mechanics, or would you expect these abilities to be represented differently after reading this description?

u/IamLordeyayaya_0 — 7 hours ago
▲ 0 r/cardgames+1 crossposts

Ayre Battles: Heritage Academy

this is before i update the training mode UI. training mode give you a lot of options to help you try new strategies, adjust enemy behavior (attack focus, defense focus etc) adding specific cards to your hand or your opponent controlling status effects, mana (willpower) amount. im really trying to take the fighting game approach. you can make cpu duke it out as well. i thought this was still a fun match to share. yasu Diamonlight vs his mother Sorina Diamonlight (cpu v cpu) their hands are hidden for this video so excuse the backs of the cards only displaying in hand.

u/IamLordeyayaya_0 — 7 days ago
▲ 5 r/Indiefightinggames+4 crossposts

If you're looking for something that feels more interactive than traditional digital TCGs, you might enjoy Ayre Battles: Heritage Academy. I built it around reaction windows, shared battle range, counters, momentum, and prediction, so it plays closer to a fighting game than a typical card game.

u/IamLordeyayaya_0 — 4 days ago
▲ 0 r/TCG+2 crossposts

I've been building a tactical card fighter where you combine compatible "Ayre" into powerful Junctions. Here's how the system works.

One of the core mechanics in Ayre Battles: Heritage Academy is the Junction system.

Instead of simply playing your strongest card, compatible Ayre frequencies can resonate together to create entirely new attacks with different properties.

The goal was to make deckbuilding feel closer to setting up a fighting game combo than simply curving out the highest-value card.

I'd love to hear what stands out to you, whether it's the presentation, readability, or the mechanic itself.

u/IamLordeyayaya_0 — 9 days ago
▲ 7 r/cardgamedesign+4 crossposts

Letting the Cpu duke it out

Yasu has been seeming pretty strong this time around. He beat Sorina 3 times in a row. the issue is 2/3 of the those fights Sorina blew her self up with temporal bubble.

u/IamLordeyayaya_0 — 1 month ago

I've spent months rebuilding the combat system for my indie card game around a simple question:

  • Why do so many card game battles feel solved once you've seen the cards?

Every attack in my game can be reacted to, countered, dodged, blocked, or clashed. This creates a lot of decision points, but it also created another problem:

How do you make an offline opponent that remains interesting after 100+ matches?

If offline play is your thing, I haven't forgotten about you.

Story Mode is planned, but I've spent most of my time building the CPU first.

The AI doesn't cheat. It can't see your hand. It doesn't get bonus resources. It follows the same rules as the player.

Instead, the challenge comes from adaptation.

My hope is to create the same kind of replayability older games had, where the content wasn't necessarily endless, but mastery kept players coming back.

For designers here:

What makes an AI opponent feel genuinely smart to you?

  • Adaptation?
  • Long-term planning?
  • Bluffing?
  • Human-like mistakes?
  • Something else?

I'd love to hear examples from games that got it right.

reddit.com
u/IamLordeyayaya_0 — 1 month ago
▲ 9 r/cardgamedesign+4 crossposts

What if card games let you fight back during your opponent's turn?

Every attack can be dodged, blocked, countered, or perfectly guarded.

Still building this indie card game, but the combat is finally starting to feel like the game I imagined years ago.

Would you play this?

#indiegame #gamedev #cardgame #tcg #strategygame

u/IamLordeyayaya_0 — 1 month ago
▲ 0 r/cardgamedesign+5 crossposts

I've spent the last year building this indie card game. What does it make you think of?

If you saw this character roster with zero context, which one would you pick?

​

These are some of the leaders from Ayre Battles: Heritage Academy, a strategy card game I've been developing as a solo creator.

​

Curious which character grabs people first.

u/IamLordeyayaya_0 — 1 month ago

I spent the last year building a tactical anime card battler inspired by fighting games. Looking for feedback.

Hey everyone,

I've been working on an indie game called Ayre Battles: Heritage Academy, a tactical card battler where combat is designed to feel closer to a fighting game than a traditional card game.

​

Some of the systems currently in the game:

• Range management (Close, Mid, Long)

• Blocking, dodging, counters, and perfect guards

• Multi-hit attacks that can be defended strike-by-strike

• Character-specific playstyles and signature techniques

• Resource management focused on momentum and pressure rather than random luck

• Single-player arcade battles against AI opponents

The setting takes place at Heritage Academy, where students compete using Ayre techniques and unique combat styles.

​

A few lessons I've learned while developing:

Simplicity is much harder than complexity.

Players notice unclear UI immediately.

Cool mechanics don't matter if they aren't easy to understand.

AI opponents are far more difficult to design than I expected.

I'm currently polishing the game and would love feedback from card game players:

​

What makes you stick with a card game long-term?

What causes you to quit?

What is one mechanic you wish more card games would try?

I'll post screenshots in the comments and answer any questions about development.

Thanks for taking a look.

youtu.be
u/IamLordeyayaya_0 — 1 month ago
▲ 4 r/cardgames+6 crossposts

Ayre battle: Heritage Academy

Today was a pretty big milestone for me as a solo developer.

I finally packaged my strategy card game, Ayre Battles: Heritage Academy, into a downloadable Windows build after months of iteration on combat systems, AI behavior, UI, card interactions, and a mechanic called Junctions that lets players discover powerful card combinations during battle.

There's still a lot to improve, but reaching the point where someone else can download and play the game feels surreal.

For those who've shipped indie games before:

What was the biggest issue players found during your first public Alpha that you never expected?

Download: https://attemptedairstudios.itch.io/ayre-battles

u/IamLordeyayaya_0 — 9 days ago