Baby Goat Billy
Surprisingly good!
currently in second dungeon but im enjoying the fights. Nice, neat, polished little game with fun card battles.
If you are into this kinds of games definitely give it a try.
– Real player with 8.9 hrs in game
I really love BABY GOAT BILLY!!!!
+Fun and straightforward deckbuilding RPG!
+Roguelite mechanics that work surprisingly well!
+Baby Goat Billy is a mascot to boot with and root for!
[url]CURATOR PAGE with INDIE REVIEWS that are ALWAYS POSITIVE[/url]
– Real player with 5.3 hrs in game
Load Roll Die
Exciting and strategic dice combat!!! Its lots of fun discovering all the different ways you can combine different dice faces to create a unique battle plan. The dice and plentiful cardboard landscapes feel really physical and its satisfying rolling a bunch of dice at once and watching them pile up! Dice go brrrrrrrrrrrrr!
– Real player with 7.4 hrs in game
Read More: Best Roguelike Deckbuilder Colorful Games.
I was given this game for free a few days before the official launch, so my 2-ish hours are solely based on that build. No, I was not given compensation for playing the game and my review is unbiased.
Load Roll Die is a Roguelite Dicebuilder game, in which you move your little blob character through various randomized maps, fighting enemies and bosses, collecting different types of dice and powers for each die. It’s a very challenging game, but in a way I don’t think it really should be. Being a game revolving around dice, it’s reliance on RNG is almost absolute, with an almost healthy amount of strategy involved, given that you can create some interesting and powerful builds if you have the right powers and the correct dice, but it’s always a gamble to see what you loot from enemies, find in chests and buy from shops, which items are sometimes overly expensive for the small amount of currency you get overall. Enemies get from easy to hard really quickly as well, each one having their own specific builds that sometimes are perfected to do something specific, such as replicating dice, dealing a lot of poison damage, destroying a bunch of your own dice, etc, most of which are extremely reliable and non-RNG dependant, contrary to your shabby builds at those levels. Some other issues lie in QoL stuff, such as some powers being confusing to understand from their descriptions being vague or poorly explained, and how at the start of the game you can start off without any dice on accident, making you unable to advance.
– Real player with 2.2 hrs in game
THE SPIRIT LIFT
THE SPIRIT LIFT is a deck-building rogue-like horror adventure set in a haunted hotel.
_Dare to explore a haunted hotel?
Where countless ghosts and monsters dwell?
Danger lurks behind each door
As you ascend to the 13th floor
What secrets shall tonight unveil?
And who will live to tell the tale?_
It’s the 1990s. A magical elevator awakens in an abandoned hotel as several teenagers enter on a dare. They’re about to get the ride of their life, because this place is haunted on so many levels! Make it to the top and fight the boss to learn the hotel’s secrets. And if your team checks out early? Be kind, rewind, and better luck next time…
Gameplay Features:
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Your starting team determines your strategy, so choose wisely. Each character has a special ability and a custom set of starting cards. They’ll also react differently as the story unfolds.
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Find more equipment cards by exploring rooms. Use your deck to fight the creatures who prowl each floor.
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Each run is a unique hotel experience. Different bosses influence battles and events across a randomly generated layout.
(Note that THE SPIRIT LIFT is still in development. Check out our social media links to follow our progress!)
Read More: Best Roguelike Deckbuilder Horror Games.
IMC
A realtime, roguelike, card game. Traverse planets, build decks and earn riches while battling to the extraction point. Some will make it, most will die…
School of Magic Prologue
Very interesting i like how magic/cards works
– Real player with 1.5 hrs in game
Hey Everyone, yeah i really liked the Artstyle of the Game. The Soundtrack is well executed. The Combination with the Skill / Spell Cards is pretty stunning. I played the Demo and want definitly see more, when the whole game is finished. People who are invested in Kill the Spire, will be entertained and others have a more easy way to get into that system with the Action RPG part.
Keep on the good Work developers,
sincerely
Rince
– Real player with 1.2 hrs in game
Trials of Fire
Look guys, I’ve been playing this game for a few weeks now and while I can say I do love this game. It’s got adventure, a unique world to explore, characters that have a surprising depth to them (on the few occasions you have the right character for the right scene), and a plethora of fun combo cards and builds. …But…
I fucking hate this game. You have GOT to do something about the enemy combo formation tactic that goes on. It’s the same tactic every time- but it’s UNAVOIDABLE. No matter how you attempt to position, it’s a HEX BASED GRID- you cannot avoid getting surrounded by dudes. Every unit just moves in to surround one target, then all cards are wasted for 1 dude to hit the target 1-3 times, proc’ing the other enemies 2-6 times, for a total of 3-12 damage. If you were confused about the result, your character is dead. Which cannot be mitigated properly because healing herbs only show up when I complete what amounts to a laughably unbalanced boss fight where the 1st boss sends more dudes after you than you can possibly field, while sitting back in the corner buffing himself into oblivion and tagging your guys (who are stuck in combat with his overpowered handmaids) with dot damage and cackling maniacally. Not sure if someone on your team is one of those sadistic Dungeons and Dragons DM’s who think that its totally fair to TPK the party in the first 5 minutes but it feels that way at times.
– Real player with 291.2 hrs in game
As much as I love the genre, card-battler deckbuilders have become a deeply overcrowded field in the last few years. I’m always on the lookout for titles that stand out in some way, doing new or unusual things, and especially ones where those things actually work. Trials of Fire hits that mark, in a few different ways.
First off, it’s a party based RPG, with your three-man team being composed from nine total classes. Each character has their own distinctive deck, consisting of five generic cards and four class-specific starters. The core deck for each character is kept essentially fixed at this size, allowing the player to replace any of those nine slots with more advanced cards drawn from a class-specific pool. Alternatively, they can instead elect to replace one of their existing cards, either basic or advanced, with an upgraded version. This replacement-focused attempt at deck-building strikes an interesting balance, and it’s been pretty rare for me that the decision of what to do is a totally obvious non-choice. The fixed size also serves to keep the deck for each character relatively manageable, as with a more traditional approach applied across multiple characters the size could get unwieldy. There are rare circumstances in which a character will pick up an additional ‘Trait’ card in their core deck, which can’t be overwritten or replaced, instead requiring action to remove. It’s likely not surprising that the most common of these are various Injury cards (gained from risk taking during story events, or having all health depleted in combat) as well as Fatigue (added to the whole party if they’ve gone too long without rest).
– Real player with 82.6 hrs in game
Crawlyard
The performance starts – unending, ever changing, cruel to its actors and viewers alike. Yet you are far from being powerless: you can affect the Mansion’s backstage, send puppets to explore its mysterious rooms and rewrite the play however you see fit.
Every new pattern will bring new opportunities, your bonds with other members of the audience will grow stronger, until one day you finally discover the perfect scenario that the previous owner of the Mansion was obsessed with.
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Card combos: rooms affect each other in many surprising ways. Find out how you can utilize it to develop your own winning strategy or make your runs more challenging. But beware: some patterns may prove to be too difficult for specific puppets.
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Indirect battle system: strategy and preparation are the key to success. Plan your way carefully, exploit the rooms' mechanics, use spells and make event-related decisions at crucial points to end up victorious.
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Adaptability and growth: your puppets already offer different play styles for you to choose from, but with the items found in the rooms you can customize and buff your heroes even further – or uncover new doll parts to build unique fighters.
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Intertwining stories: meet other characters bewitched by the call of the Mansion. Get them to open up to you, learn about their traumas and manias, and affect their future – perhaps in a romantic way. The more you give, the more you obtain in return.
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Choices matter: the others are stuck, but you can still move forward, unraveling the threads of their unfortunate fates. Will you advise your new comrades to do what they want? Or will you suggest they search for what you think they need?
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Reach the Endgame: grow stronger, collect enough hints and find the perfect pattern – the ultimate room layout that will reveal the Wishmaster. Have your desires fulfilled at last… unless you found something, or someone, along the way that made your change your mind.
Going strong! We’re a small indie team, and every wishlist brings us closer to completing our passion project. Thank you for your patronage!
Want to become a part of the growing community and share your impressions about the game? Join our Discord server to stay in contact, learn more about the development process, and get exclusive sneak peeks into the project as it unfolds!