Image 1 — I always wanted a TD Roguelite as a Deckbuilder so I can make strategy with that
Image 2 — I always wanted a TD Roguelite as a Deckbuilder so I can make strategy with that
Image 3 — I always wanted a TD Roguelite as a Deckbuilder so I can make strategy with that
Image 4 — I always wanted a TD Roguelite as a Deckbuilder so I can make strategy with that
Image 5 — I always wanted a TD Roguelite as a Deckbuilder so I can make strategy with that

I always wanted a TD Roguelite as a Deckbuilder so I can make strategy with that

I came up with this idea a couple months ago with the visual sense of the old-scool 50's cartoon style. Sure there is much way to go but here I am.

So the question is, which type of progression sshould we keep between runs?

- Maybe a skilltree unlock with the progression XP.

- Or maybe we can evolve and upgrade towers with the XP.

anything else?

Steam: https://store.steampowered.com/app/5086360

In DinerDeck, your deck is your pantry, every dish you serve changes what you can make later

It's a cooking roguelite deckbuilder where every card is an ingredient.

You combine ingredients into recipes, serve customers, and everything you use is permanently consumed from your Pantry for the run. Between services, you restock, unlock new recipes and try to keep the deck alive as the diner gets harder.

A strong hand can score well now while completely ruining what you’re able to cook later.

u/Impossible_Party_799 — 4 days ago

In my roguelite, getting a score over the target makes your deck weaker

Hey! I’m the solo developer of DinerDeck, a cooking roguelite deckbuilder.

Your cards are ingredients. You combine them into recipes to score, but every ingredient you serve permanently leaves your Pantry. Between services, you have to rebuild what you consumed through the shop.

So the basic tension is: the stronger your current turn is, the more resources you may be sacrificing for later.

As roguelite players, would you rather have generous ways to restock, or force players to adapt to whatever ingredients remain?

u/Impossible_Party_799 — 5 days ago

In a recipe deckbuilder, should players see every known recipe from minute one?

Exact ingredient combinations create recipes in my game.

I’m deciding whether the opening should show every starting recipe immediately or let players discover some through play.

I want decisions to feel strategic, not like memorization. Which approach would you use?

reddit.com
u/Impossible_Party_799 — 5 days ago

What makes a Spanish game localization immediately feel “made for Spain” to you?

I’m a european solo developer and I currently separate Spanish (Spain) and Spanish (Latin America).

For game UI and short dialogue, what differences matter most to you:

vocabulary, tone, pronouns, item names, something else?

reddit.com
u/Impossible_Party_799 — 5 days ago
▲ 24 r/TurnBasedLovers+5 crossposts

I’m supporting 11 languages before my first playtest. Am I creating a QA nightmare?

I’m a solo developer working on a indie game.

Current languages: EN, FR, DE, ES, ES-LATAM, JA, KO, PT-BR, PT-PT, ZH-CN and TR.

Would you reduce the number and focus harder on QA, or keep the broader coverage?

(sadly though, I'm still thinking of adding more languages :/)

u/Impossible_Party_799 — 5 days ago

What makes this menu screen still feel raw or unpolished?

I’ve been looking at this UI for too long and I’m starting to lose objectivity.

What’s the first thing you would change to make it feel more polished? hierarchy, spacing, typography, controls, or something else?

u/Impossible_Party_799 — 5 days ago
▲ 3 r/IndieGame+1 crossposts

Added meteor strike to my horde attack incremental game

Making an incremental siege-strategy game that you command a horde of 10,000+ undead to destroy enemy defenses.

Do you think the meteor strike overpowered 🤔

Does it look interesting enough?

u/Impossible_Party_799 — 13 days ago

Added meteor strike skill to my horde attack incremental game

is it overpowered 🤔 Also I'm trying to figure out what should we add next? maybe a necromancer unit or such

u/Impossible_Party_799 — 13 days ago
▲ 67 r/StrategyGames+2 crossposts

I'm making a game that you command 10,000+ skeletons through a siege

Its an incremental siege-strategy game where you command an undead horde of 10,000+ units through branching enemy defenses.

After each attempt, you earn currency to upgrade or unlock new features.

How much control we need to have without turning it into a micromanagement simulator?

Thx!

AI note: Some of the current visuals use generative AI as temporary assets while I test the gameplay direction. Since I'm a solo-dev but not an artist, I usually know what I want something to look like, but I’m not very good at actually drawing it.

"You know, I’m something of an artist myself." -Norman Osborn

I promise they’re only here because currently helping me to show what I have in my mind to you.

If the project goes somewhere, I’d love to work with an artist and rebuild the visual direction properly. (If you r an artist and like to join me, please dm ^^)

u/Impossible_Party_799 — 10 days ago