Dice Looter Demo out!
Hi! My game demo is now live on Steam! It's a roguelike autobattler where you roll dice to loot equipment, discover powerful synergies, and build your hero. Made in Godot with love!
Hi! My game demo is now live on Steam! It's a roguelike autobattler where you roll dice to loot equipment, discover powerful synergies, and build your hero. Made in Godot with love!
Here is the autobattler that we are making. Here are a few key points that might interest you:
• The game is silly - if we find something funny, we put it in. That includes stuff like using loaded guns as clubs or stacking 10 hats on your unit.
• PvP does not mean competitive - you can play against your friends (online or locally on the same machine). But it is not about competition, ratings, or the ladder. It is about building a stupid build and just having a good time with your friends.
• Single player challenges - We have created a bunch of challenges with special rules, so you could try out unusual combos.
You can wishlist it here: https://store.steampowered.com/app/4786650/Who_Gave_Them_Weapons/
If you have any questions about the game, please ask. I'll be happy to geek out about the game.
I'm the developer of 'Dwarves: Idle Battles', a chaotic mix of real-time auto-battler blending ARPG loot, deck-builder synergies, and incremental progression. Recruit Dwarves, create unstoppable builds, and hurl them into combat!
You can play the prototype in your browser: https://ichbinhamma.itch.io/dwarves-idle-battles
Or sign up for the playtest that's coming to Steam: https://store.steampowered.com/app/4175710/Dwarves_Idle_Battles/
Check it out here: https://store.steampowered.com/app/4371380/March_of_the_Kingdom/
Title really.
I'm looking for a good one that works well on deck that has a absurd amount of content. I was thinking about the bazaar but I have read a ton of reviews on both sides of that one.
So if anyone has any good ones they've been playing I'd be down to try them.
Guild run demo was fun and I've kept my eyes on hive blight as well.
What do you think about the trailer?
Drag’N Dungeon is a single-player tactical auto-battler with real-time strategy elements, a collaboration between us, Tambù Digital and Demon Girl.
Find and unlock the right champions, drop them onto the battlefield, lead them to victory, overcome increasingly tough challenges and escape the dungeon.
We also have a demo on Steam!
I am currently developing a game about summoning autonomous creatures. Player has access to a variety of creatures with special abilities. I want to design special interactions between those creatures and make unique mechanics placed into auto-battler genre. I would like to see what other people have in mind and implement fun stuff into the game.
Example creature:
A stone golem that is heavy so it moves and attacks slow. It is big and has a bigger health pool than others. A mount mechanic that takes another creature that attacks fast and mounts it on the golem so it is protected from getting one shot and deals good damage.
What would make you play an auto-battler game that has autonomous creatures in it?
Hi r/AutoBattler ,
I'm solodev of "Blade Rising" ( bladerising.com/play ), It's new incremental pixel RPG.
Conquer 1000 Floors of Evil as a Dachshund Knight on the road to Ascention!
Combat is at core auto-battler.
Long story short Floor is a series of 10 battles:
- 7 common
- 2 elites
- 1 mini-boss
There are many ways to upgrade idle combat like:
- upgrades gear up to 100th level thru 6 tiers
- Prestige Ascention boons, over 100 unique with inner progression
Things like that. But there is also an active aspect.
Weak Spots are those target practice on a screenshot.
There is a chance it drops, you can tap it for extra damage.
At first you unlock just 1 but with game progression and boons you can unlock up to 9.
There is also Laughting Skull, bottom right which alters time speeding it up.
So the question is:
Do you like active skills as addition to AutoBattler?
Or if you play auto-battlers, idlers you'd rather stick to that without skill based mix?
In Blade Rising I'm designing it in a way that player can choose which features to upgrade.
So if you're autobattler you can improve those aspects and keep core gameplay idle.
What is your opinion on that?
Hot or not?
If you have a feedback or some examples from other games you like please share it.
I develop Blade Rising in close relation to players feedback and early community (discord: https://discord.gg/fCU29JUYt ), updates weekly and it's going well so far!
You're also most welcome to try it out, would be cool if you play it. It's free
I've been trying to update the visual feedback for my project Danger Parade, and one of the issues players had mentioned was visual feedback. Was sometimes hard to tell if their build was effectively damaging enemies.
I had avoided adding in health bars due to visual clutter (most levels have lots of little enemies like above) so was concerned that those bars would be too extreme. But, I wanted players to be able to see how effective the health was of remaining enemies.
I played around with it, and now I have vertical health bars (that way they slot in easier and are less likely to overlap) but also only show them if that enemy is damaged.
I'm happy with it now, because I am less surprised when playing why enemies reach the player (you can estimate your damage much more effectively) but curious how it looks to others. I stare at my project all the time so it can be easy to miss things.
Any thoughts or recommendations?
Today I released the demo for IF Enemy: SMACK!, a deterministic auto battler where you program your heroes and let them fight it out. Given that there is no randomness, everything becomes somewhat predetermined... almost like a puzzle. Can you find the best solutions? Climb the leaderboards?
Hey everyone!
I have been working on a new indie project that blends traditional auto-battlers with slot machine mechanics, and I wanted to share it with you all!
Instead of just relying on random shop refreshes, you actually get to build and tweak your shop setup~ It turns the usual slot machine RNG into a layer of strategy so you can trigger some really wild synergies!
Also, all the heroes in the game are historical figures turned into mushrooms! You summon them out of a magic bag, form your team, and battle through stages.
There is a demo available on Steam right now if you want to test it out! Any feedback would be awesome~
Steam page:https://store.steampowered.com/app/4231860
Thanks for taking a look, hope you enjoy it!
Hey guys,
I loved guildrun so much but i am kinda stucked on red rift, felt like it's end of my demo journey.
Tried last flame but did not like it. Yeah it's just same as guildrun but it did not hook me at all. I also tried tales & tactics it seems good actually but somehow i felt i can not watch and fun autobattle just like guildrun. It does not feel same.
I played some gacha games before like dragonheir and tower of god but you know gacha issues.. i hit to pay 2 win walls.
So i am actually just want something like guildrun. Or hey devs, just release the game :D
Hi everyone!
I am a SoloDev working on incremental game called "Void Eaters". It's heavily inspired by "To The Core", but with strong focus on customizing your creatures with organs that give them different boosts or unique abilities.
I just finished another (probably not the last one) iteration of work on the game trailer, and I would love to hear your thoughts.
Thanks in advance for your feedback!
Hey guys. I was a huge fan of Rumble and was sad to see it go into maintenance mode. I've spent the last couple of months building a worthy successor as I really miss this type of gameplay (card/lane auto battler.) I thought the best place to do it would be the Dota workshop since the engine/graphics/assets are already there. Check out my Dota Arcade custom game below. You'll see it inherits a lot of what made Rumble pvp great (talents/unbound heroes etc) as well as many new ideas/additions of my own, like leveling up in game and purchasing reinforcement units. I also posted a Youtube tutorial about it for anyone who just wants to see what it's about. Note, this game is completely free. No gimmicks, self promos etc. It's just a love letter to Rumble and I hope you all enjoy it.
https://youtu.be/Smo280nuV2o?si=8DsssaXGrb_j0cM7
https://steamcommunity.com/sharedfiles/filedetails/?id=3776714506
Hey folks!
I've been working on Miles Deep, a small incremental auto-battler set on an abandoned oil rig in 1996.
The loop is pretty standard: fight, die, buy permanent upgrades and try again until your squad is strong enough to reach and kill the area boss.
It's inspired by games like Nodebuster and Loot Loop, but I wanted to see if that kind of progression could work with an old-school military/action-horror vibe.
Combat is mostly automatic, although I've recently added active skills to give the player some agency without turning the game into a full RPG.
The current version is a short browser demo covering the first area and boss. It's completely free and plays directly in the browser:
https://pixelarmygames.itch.io/miles-deep
I'd especially love feedback from people who play a lot of incremental games. Does the progression loop feel satisfying? And when you reach the end of the demo, do you feel like you'd want to keep progressing?
Thanks for playing!
AI Disclosure
Character voices are synthesised using the open-source Piper text-to-speech system.
No generative AI was used for the game's artwork or coding. I can draw kid's art and write spaghetti code myself.
I loved Medabots when I was a kid, so now I'm making this game. I'm a little worried about the "programming" part because I dont want to make it too complex or too simple.
More details here if you're interested - https://store.steampowered.com/app/3892840/Robo\_Fight/
Gather a team of beasts, train them with other 100 abilities, and combine items and relics to form millions of synergies - then fight in ranked PvP battles.
It's available in-browser now at https://deckbeasts.live/
Feedback on the trailer (or the gameplay) would be hugely appreciated. Thanks for checking it out!
Right now it only has a working title — Autobattler. I haven't come up with anything better yet.
It's a fantasy setting that combines elements of RTS and Auto Battler genres. The core idea is simple: over the course of a match, players build up their base. The base produces an army. The army automatically marches out to tear down the enemy base, fighting the opposing army along the way. Destroying enemy units and buildings earns you currency, which you spend on new buildings. Whoever destroys the enemy castle first wins.
You don't control your units directly. That strips out the micro but keeps the pace of an RTS: you're thinking about strategy, not tactics. The challenge isn't firing off a unit's ability at the right moment or pulling wounded units out of a fight - it's figuring out how to adapt your army composition to your opponent's.
Heroes are special units. They're named, unique units that level up over the course of a match and grow stronger than regular units. A hero that dies isn't gone for good - they respawn. Each hero type is limited to one instance per player per match.
Players also get global abilities that can be used anywhere on the map. A well-timed ability can flip even a hopeless situation in your favour.
The core gameplay loop is in, along with a handful of buildings and units.
There are a couple videos of the actual gameplay:
The next milestone is releasing the game as a free "early access" build on itch.io, with a basic set of mechanics and a 1v1 PvP mode. That's my way of testing whether players are actually interested in the project.
Heroes, unit abilities and global abilities won't be in by the time it hits itch.io, but I'll be adding them gradually.
There's only one race in the game right now - humans. I'd like to add others for variety, but I don't have the resources for that yet.
I'm also working on deepening the economy: adding one or two new resource types and the buildings that produce them.
This is the first post about the project. I'll keep writing as I have things worth sharing.