In this post, I’ll describe the system I use to make cards with unique abilities for my roguelike deckbuilding auto battler Gods vs Horrors. The game is similar in mechanics to Hearthstone’s Battlegrounds mode (HS BGs), and Super Auto Pets, but the system could easily be adapted to make a game like Slay the Spire… Continue reading How to make a digital card game
Category: Gaming
The Ouroboros King, 1-year post mortem
On February 27th, I celebrated a year since the release of The Ouroboros King. I’ll use this opportunity to share some of the numbers and analyze the value and efficiency of my actions. I also wrote a post-mortem concerning the game’s development and release. Results Steam: iOS (released in November): Android (released in November): Costs:… Continue reading The Ouroboros King, 1-year post mortem
How much should you pay streamers to play your game?
Having a streamer play your game is probably the most effective way to market your game. One way to increase the odds of this happening is by sponsoring them. But how much should you pay a streamer to play your game while still making money? In this post, I’ll analyze sales data from periods when… Continue reading How much should you pay streamers to play your game?
The Ouroboros King, development post mortem
This post will be a summary of how I developed The Ouroboros King, a chess roguelike, and my first commercial game. The post will cover development until its release, including planning, marketing, and coding. I will cover what happened post-release in a future post. I initially wrote a “more narrated” post but it felt too… Continue reading The Ouroboros King, development post mortem
The Ouroboros King, launch devlog
The game was released about a month ago (February 27th, 2023), and it’s sold over 5000 copies (I estimate ~30-35% of sales will get into my bank account after discounts, VAT, Steam cut, and income tax). This would be a flop for indie studios with multiple people, however, I’m doing this part-time and it is… Continue reading The Ouroboros King, launch devlog
The Ouroboros King, the item system update
Hi everyone, during the last few weeks I’ve been on vacation, which has allowed me to spend a lot of time adding more content to the game. Since the previous update, I’ve added: With all of this, I am very happy with the demo in terms of gameplay. But there are still many visual improvements… Continue reading The Ouroboros King, the item system update
The Ouroboros King, the relic update
Game updates I’m happy to announce that during the past few weeks I’ve added the following changes to the game: Introduction of relics, some of which affect combat and others affect army upgrades. You will always start with an Alarm Bell, that tells you when your king is in danger (which should make the game… Continue reading The Ouroboros King, the relic update
The Ouroboros King, prototype release
During the last months, I’ve been working on a chess roguelike game: the Ouroboros King. I’m trying to do with chess what Slay the Spire did with card games. I’ve finally released the first version of the Ouroboros King, you can play it on itch. All constructive feedback is welcome. This first version contains the… Continue reading The Ouroboros King, prototype release