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Biim_Games

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A member registered Apr 02, 2016 · View creator page →

Creator of

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Thank you for the details.


I played on a laptop (Mac)

Ok, so screen has a good size, but the font itself is hard to read. I did some test, adding effects to see if I could clean the font, but I didn't have much success at the moment. I might have to add an option to use a alternative font. Maybe the other one that is already in use in the game.

Yeah I think something like a fixed set of cards or a balanced choice would be good. I think Slay the Spire or Into the Breach are good tutorial examples to emulate here. They pick a character/units for you on your first time, and guide you through the basic logic of a battle. Then you take it from there.

I haven't played those games, so I will try to see if I find videos going through their tutorials to get an idea of how they work., but I think I got the point. Thanks.

I think drag and drop is fine!

Cool, thanks.


Thanks for the explanations - I'll take a look at them. And fair enough - there's an order of priority with new features etc. I also understand that using stock effects will never get you 100% what you're looking for.

No worries mate. Yeah, for the audio part maybe I might take the microphone and create some new effects, or at least I might have to do for future creatures since I am planning to have more creatures than the ones I could find nice effects for.


I look forward to seeing the game progress!

I am busy in these days because I'm moving to the new home, but I might get back to work properly on the game around mid-March, I will try to have some bugfix going in the meantime if I will find a bit of free time for some simple bugs.


Thanks again for your help! :-)

Grim Grimoire's core game mechanics are now completed.

You can check the last features of Version 0.16.2 here:

https://itch.io/t/4599049/version-0162-has-been-published

Try the game and let me know what you think about it.

Thank you!


Spelling mistakes and wrong sentences might be present in a few text of the game, especially because I am not a native speaker and I don't want to use services that uses AI to check my grammar. So if you found something that is misspelled, grammatically wrong or a sentence that sounds weird, please post it here. You can add screenshots too to better let me understand where those errors are.

Thank you for your help!

(1 edit)

Thank you SpaceAgeToaster for taking the time to play and leave an extensive feedback!

About your points:

- The text on the pages is a bit hard to read sometimes. The font is fine but because of the brush effect it makes it a bit hard I think.

I will see what I can do to improve it, thanks. By the way, did you tried the game on PC, Tablet or Mobile? Just to have an idea about the screen size that can give more problem.


- I found the instructions about picking creatures kind of hard to follow. It said that picking your own is the beginner options and random is for experts, but it feels like it should be the opposite. When I don't know what I'm picking for, there should be a tutorial that guides me through who to pick maybe?

I see, so you suggest to have maybe another option, like fixed set of cards with balanced choice, or would it be enough to have a sort of info button to see how the battle mechanics works? Maybe a tutorial section with screens that goes through the game without any interaction showing the various game phases or just the battle would be enough?


- I was also a bit confused when the battle started. It said I could place a unit down and I would lose the other one, but there was no way to check on the stats and compare them, so I kind of just picked at random. Sometimes I could get the text to come up though - that might  have been covered in the known bugs post.

Yes, it's difficult at the moment and also I forgot to mention it both in the game and in the game page instructions. You have to hold down the finger/left mouse button on a character to show the relates stats. Be careful though that if you select first the action of Melee or Ranged and then hold on a possible target, the attack will start.

I was considering to simplify to show the stats when clicking on any card, however that will require a dedicated card info area because the current info text will be otherwise lost. Also I was considering to remove the drag & drop for placing cards or choose at the beginning or during loot phase, and add maybe a double click. What do you reckon?


- When I had combat options, I also had no idea what to do with them. For example Intercept. Or how Ranged attacks worked. Was it for people not directly in front of my square, or for people in a row further back?

The game currently lack of detailed info, but you can find details about the game mechanics here:
https://biim-games.itch.io/grim-grimoire#Index

There is a lot of things to write so I have still to consider how to best show all this amount of info on the screen, probably a tutorial is the best thing to do to avoid to have too much on screen, especially for people playing on mobile where everything is even smaller.
Intercept is used to have a free attack on the first enemy unit that tries to breakthrough the line where your unit is, so basically is at the same time a pass turn and if someone moves on top before the unit is activated again, you give a free attack on the opponent's creature. At the moment due to a modification of the code, I got a bug that stops enemy's units to try to pass over yours, so the option is not useful yet, aside for just passing the turn. More details here:
https://biim-games.itch.io/grim-grimoire#Intercept

About the Range attack, you can find details here: https://biim-games.itch.io/grim-grimoire#Range, but you might want to read the Melee section before to get a clear idea: https://biim-games.itch.io/grim-grimoire#Melee. However, in short, with melee you can attack the creatures directly in front or behind your current line (column), while with the range you can attack creatures that are 2 lines away from you. When selecting those actions, if there are available targets, their background tile will increase their visibility (opacity of the tile goes to 100%, while normally is 50%). It doesn't matter if someone is on top, centre or bottom of the line (column), you can attack either. Think those as reach area.


- The dialogue for the creatures is cool but maybe a hair too loud? And some of the roars etc went on for a second or two too long.

The first funding goal for the game has a poll where players can choose what feature they want to see next, you are welcome to vote here. One of the poll choice is about adding a volume option for SFX and Music (music is not in the game yet, it's another poll choice), that will let you choose at which volume play the SFXs in the game.

About the long sound, I will try to find something shorter. I bought stock voices, so sometimes it's not easy to find the right match. I will see if I can edit ad cut some of the longer ones in case I can't find a good replacement.


-There are effects for the attacks, but not the actual attacks hitting the enemy (or missing). Some juicy sound effects there would be cool.

Even here, in the poll for Goal 1 you can find an option for new SFXs: "Additional SFXs for each creature (Injury, Death and Retire)."
I might add a few mores if this option is one of the most popular ones and I will reach the funding goal.


- There were a few spelling errors in different parts, eg saying 'loose' instead of 'lose' etc.

Thanks, I opened a post to notify me about those errors here: https://itch.io/t/4628009/spelling-mistakes-post-here-what-you-found, so it will be easier to let me know when those errors come out. Sorry, despite being in Australia for 10 years, my English is still wrong sometimes and it's hard to notice especially while slapping quickly a sentence while coding the game as temporary line. A line that then becomes semi-permanent because I forget to go back to check many of those due to the major bugs that take more time to fix.


Thank you again for playing and taking time to leave a feedback, I would be glad if you, like the others that have left a feedback, will keep me posted with your thoughts about the game development!

With the last added features, all the Core Game Mechanics have been completed.

Now finally the game has an end, or at least a first end since I would like to expand the game in the future with your help and support.

At the start of the game you will see a few community messages, with convenient links that can help you to quickly jump in the interested things that are outside the game:
- Game Rules
- Join the Community (to check latest Posts from me and the other Players)
- Game Version and Known Bugs (to check the latest and all versions with related known bug list
- Roadmap (see what's done and what need to be done for the current Goal
- Vote Next Features
- Share (available only on supported device and browser, to share the game around using the installed programs)
- Donate and get Supporter's Files (this game can see new features only with your and the other players' help)

A credit page has been added as well, you will see it at the end of your game, either if you win or lose. It has links also to the creators of the art and audio assets, in case you wish to see their work. The links have a referral code, in case you will buy something from them in a short time, I will get a tiny fraction of the sale. That's another way to help me to develop this and new games.

Another useful features is the Grimoire in the Map screen, now you can click it to see the current Cards you have, also it shows how many cards you still need to collect in order to complete the game. The Grimoire can be dragged and dropped anywhere on the screen, to make it easier for you to see the map and interact with it.

Added also a little of more stuff and bugfixes, check the details from version 0.16.0 to 0.16.2 in the Game Versions post.


Since the Core Game Mechanics have been completed, at the moment the game will have only bugfixes and little improvements. New features will be added once the Goal 1 will be reached. Please share the game and if you can, contribute with a donation to help reach Goal 1. You will receive the Supporter's Files with a contribution of at least $2!

Thank you!


KNOWN BUGS:


  • Enemies can't attack backwards (CPU Enemies don't have proper actions yet, therefore Slots don't register their new position when moved with Player's controls).
  • Enemy always fight and never try to go beyond Player's line.
  • When Enemy moves towards the Player, the Player's units behind the Enemy attacks to intercept instead the ones in front (could be due to the CPU events not set up yet).

  • When escaping from Enemy, they can Intercept.
  • CPU does not attack Player's unit that moved over them to attack their Avatar.

  • Enemy archers in the middle line do not attack player's defense line if enemy has frontline full of their units.
  • (Visual) When going in the map from the first battle, if the spawn happens next to the costal water, water tiles are not visible.
  • Sometimes the die roll can be heard twice.
  • Sometimes the Text in the Battle is displaying outdated instructions/tips

Thank you for your feedback dachshundstudios!

I wasn't sure if it was more convenient a single "instruction manual" or separate files, both have their benefits, like having all in one place in case of a single file, or have the chance to get quickly the information you want using separated files. In addition, in the second case, opening 2 or more files can let the player check all in one screen what stats has a creature that can be found in the location X.

I might end up in trying to have both single files and an instruction manual with all in one single PDF. I can imagine that have all in one file i probably better for mobile users.

By the way, I just uploaded version 0.15.0, if starting the game you still see an old version, try to force to refresh the game page.

You can check what's changed in the Game Versions post.
For more details and an updated bug list, check the Version 0.15.0 post.

Thank you!

The following features have been added in the 0.15.0 version of the game:

  • Create Locations also for Forest, Hills and Mountains (at the moment only Plains have locations).
  • Enhance Avatar's visibility while on the map.
  • Activate Escape option from the Battle and send the Avatar back to the map.
(1 edit)

A new version of the game is now ready to be played!

This version add a few new things, but will make your game more enjoyable.

First of all, now the Escape button works, so when it's your Avatar's Turn and the battle is getting too tough for you, you can escape.
Think well, because all the cards currently in your hand and the ones on the Battlefield will be lost!
You will save only the Avatar, with its current HP value and the other Cards that are still inside your Grimoire.

The Escape has automatically success, however you will find yourself in the same hexagon of the map with the Enemy's Avatar still in the same tile. You can move in any adjacent tiles as usual, but if you then go back to the tile where you escaped the battle, you will face again the previous Enemy's Avatar. Be aware that the Enemy's Avatar will have again full HP and a new set of Cards. The Cards might vary both in quantity and type.


The other news, still regarding the map, is that now locations can be found also on Forest, Hill and Mountain tiles.
If you are a supporter of the project, you can access to the Supporter's Files to know more details about what type of Enemies you can find in those locations, their Cards, chances to appear and so on.


Last news, still related to the map, is that now your Avatar has a frame around, in this way it should be a bit easier to distinguish which one is which in the map, when it gets crowded.

Please refer to the Game Versions post to see all changes in every versions from the first one to the current one.


KNOWN BUGS:

  • When a Player's creature moves into the front line from the central one, and after it's the turn of another Player's creature that is on the defensive line, the latter advance automatically into the central line.
  • Sometimes after Game Over, the new game doesn't show correctly the Cards in the Deck Creation screen (bug notices for now sporadically only with the Random Deck choice). [A first bugfix attempt has been made, need to see if the bug occours again or not].
  • Sometimes Escape Button is visible when it's not the Player's Avatar's Turn.

  • It seems that sometimes during Deck Building screen, when there is a reward from defeating the Enemy, lost cards are not removed properly from the array, leading in having on that empty slot a Bear with 0 HP.
  • Enemies can't attack backwards (CPU Enemies don't have proper actions yet, therefore Slots don't register their new position when moved with Player's controls).
  • Enemy always fight and never try to go beyond Player's line.
  • When Enemy moves towards the Player, the Player's units behind the Enemy attacks to intercept instead the ones in front (could be due to the CPU events not set up yet).

  • When escaping from Enemy, they can Intercept.
  • CPU does not attack Player's unit that moved over them to attack their Avatar.

  • Enemy archers in the middle line do not attack player's defense line if enemy has frontline full of their units.
  • (Visual) When going in the map from the first battle, if the spawn happens next to the costal water, water tiles are not visible.
  • Sometimes the die roll can be heard twice.
  • Sometimes the Text in the Battle is displaying outdated instructions/tips


Thank you for following the project and your support!

I have created the poll on itch.io directly, as I was mentioning before, you can go ahead there to vote, now you can vote more than one thing if you like. Upvote the priority ones, Downvote the ones that yo think are not good for the game (if any) and leave the rest untouched, that means "nice to have, but not a priority".

It's not great, but it should work.

10) Save System (Automatically saves during the game, and option for New Game or Continue previous game. File will be saved on local browser).

9) Options Menu (Enemy Actions audio: setting for full SFXs as player's Cards, simple and generic SFX, no SFX).

8) Options Menu (Change Max Map Size).

7) Options Menu (Enable/Disable dynamic Initiative sequence).

6) Options Menu (Automatic Victory or Defeat when one of the two Avatars has no more cards on the Battlefield and in the Deck).

5) Options Menu (Audio settings. SFX and Music individual % volume level).

4) Adding Special Skills (Troll regeneration, Ghoul recovers 1 HP every time it damages a creature).

3) Show Lifebar on Grimoire screen.

2) Additional SFXs for each creature (Injury, Death and Retire).

1) Add Music.

Maybe, my issue with Discord is that it becomes hard to follow and find topics. Also, because of that, I would need moderators and such that read all the chat, because people tends to write much more and go off topic. Therefore it will take lot of time away from developing to go through all the writing. It might be not an issue at this stage, but it could be in the future.

I could use maybe partially Discord for some features and leave the rest here.
The poll issue however remains, people needs not only to register on Discord, but also to be a member of that channel just to be able to vote.

(1 edit)

Thank you very much for your kind words and support! I should release a new version by the end of the week, so keep an eye on the game page for little improvements.

I thought it was possible to vote on Patreon without being a member, I need to find a workaround. Unfortunately itch.io doesn't support polls yet, despite people have asked it many times. I prefer to don't use too much external websites for polls and such, I just tried with Patreon since I have already an account for it. I was thinking to collect manually votes on itch.io reading comments, but it will work only on small scale. Alternatively I can open a post with the poll, then add replies and let players upvote/ignore/downvote replies/choices, but it might become messy, especially if someone start to add their replies to the vote section.

What do you think?

Thank yo again for be the first supporter of the game, let me know on this post, what do you think about the Supporters Files, so I know how to improve them. I will add more content to those as the game keep evolving:
https://itch.io/t/4553727/become-a-supporter-and-get-access-to-the-supporters-fi...

EDIT:
I just tried to vote on the Patreon poll your choice with a private page, only now I found out that it asks the registration. I didn't want to try to click to influence the vote. Sorry about it, I need to create a workaround for the problem.

Hahaha great start dachshundstudios! That's a real tough choice! :D

Thanks for pointing tat out, it never happen such a start in all my test, I guess you got the one on million chance! :D

In such case, the only strategy you can try at the moment, due to the limited CPU skill, is to advance with the Bear that has armour 1 and try to kill the enemy's Skeleton Avatar. Leave the eventual cards you have in the defence line and give preference to deploy Troll or Ogre as defenders in order to absorb as much hits to protect your Avatar, otherwise deploy units that have high Defence value and have more chance to evade enemies' attacks. I did won some "impossible" battles in that way, but dice roll are still a part that might fail the plan. However fighting all the way try to kill every single enemy opponent will require way more luck with dice.

By the way, if you enjoy the game, you can vote the next feature you would like to see developed first in my first funding Goal: https://www.patreon.com/posts/goal-1-choose-to-121904287

The current development for core mechanics includes the features mentioned in this post: https://biim-games.itch.io/grim-grimoire/devlog/881615/core-game-development-roa...

If you feel like to support the game development, you can access to the Supporters Files that give more detailed information about the game mechanics, so you can plan better your next move both on the Battlefield and while in the Map screen: https://itch.io/t/4553727/become-a-supporter-and-get-access-to-the-supporters-fi...

Thank you for taking the time for playing the game and following it, I really appreciate it!

Hi everyone, I'm developing a new free browser game. It's a deck building game with exploration part. The twist is based on the "Though Choice", the theme of the game jam where I created the game. Every time you earn new cards as part of a loot or bartering, you will lose some of your previous cards. Likewise, when playing a card from your hand, you will lose the rest of the hand.

Cards carry over their injuries between battles and once their life goes to zero, are lost.

Will you be able to reach the amount of cards needed to free your soul from the Grim Grimoire and rejoin your body?

The game is still in development, but you can already play it and know more about the game here:

https://biim-games.itch.io/grim-grimoire

If you are passionate about this type of game, I would be glad to hear a feedback from you about Grim Grimore.

Thank you! :-)













(3 edits)

Which features do you want to see developed for Goal 1?
Choose your most favourite ones, the top 3 will be developed as part of Goal 1.

In case more than one feature will have the same votes, I will pick one for Goal 1 and add the other(s) to Goal 2.

1) Add Music.
2) Additional SFXs for each creature (Injury, Death and Retire).
3) Show Lifebar on Grimoire screen.
4) Adding Special Skills (Troll regeneration, Ghoul recovers 1 HP every time it damages a creature).
5) Options Menu (Audio settings. SFX and Music individual % volume level).
6) Options Menu (Automatic Victory or Defeat when one of the two Avatars has no more cards on the Battlefield and in the Deck).
7) Options Menu (Enable/Disable dynamic Initiative sequence).
8) Options Menu (Change Max Map Size).
9) Options Menu (Enemy Actions audio: setting for full SFXs as player's Cards, simple and generic SFX, no SFX).
10) Save System (Automatically saves during the game, and option for New Game or Continue previous game. File will be saved on local browser).

HOW TO VOTE.
Search the features among the below comments, you have 3 options:
- UPVOTE the features you like more and consider a priority
- DON'T  VOTE features you like, but that are not a priority for you.
- DOWNVOTE only the features that you think are a terrible idea for the game.

The poll will be open until it reaches the Funding Goal of $100.
Then a new poll will be open until it reaches its goal.

(1 edit)

You can contribute to the development of Grim Grimoire with a contribution that will help me to reach the next Funding Goal.

With every contribution of $2 or above, you will also have access to the Supporters Files, a bonus pack of game information as the Card List, containing all the Cards stats, the Encounters mechanics and all the future documents and gift that will be created during the game development.

Go to the Download section to become a Grim Grimoire supporter!


I have added an Index to the game page, in this way you should be able to go and check quickly eventual details about needed instruction.
Check the Index here.

(2 edits)

This is the first version released to public after the game jam version. You will notice lots of new things, please refer to the Game Versions post to see all changes in every versions from the first one to the current one.

Main new things are the map that can be explored and elements in the map that makes the game finally playable.
Now there are Locations and Enemies. Locations will give you a chance to trade cards and increase your Grimoire size, while fighting with Enemies might let you lose or earn cards, depending on how the battle goes and how many cards are present in the enemy's grimoire.


The map is procedurally generated at every game, so every time you will have a new game experience.

The game still doesn't have an end since I am still working on features to add, but in a few days a first core game should be ready.

Also about the audio part, now all creatures have sounds effect for all their actions. Options are still not available, so bare with me for a while and I will let you customise the game if you want to remove those SFX.


Further game development will involve the community, were you will have voice to decide what I will focus on, using polls. Also further development will be carried on only if there is interest and support from the community. I will create goals to cover development costs and the next stage of development will start once the goal has been reached with donations. More details about this soon, in another post.

I have a list of bugs that I will publish, so you will not have to waste your time in reporting those, but if you find new problems please comment on this post.


KNOWN BUGS:

  • When a Player's creature moves into the front line from the central one, and after it's the turn of another Player's creature that is on the defensive line, the latter advance automatically into the central line.

  • Sometimes after Game Over, the new game doesn't show correctly the Cards in the Deck Creation screen (bug notices for now sporadically only with the Random Deck choice). [A first bugfix attempt has been made, need to see if the bug occours again or not].

  • Sometimes Escape Button is visible when it's not the Player's Avatar's Turn.

  • It seems that sometimes during Deck Building screen, when there is a reward from defeating the Enemy, lost cards are not removed properly from the array, leading in having on that empty slot a Bear with 0 HP.
  • Enemies can't attack backwards (CPU Enemies don't have proper actions yet, therefore Slots don't register their new position when moved with Player's controls).

  • Enemy always fight and never try to go beyond Player's line.
  • When Enemy moves towards the Player, the Player's units behind the Enemy attacks to intercept instead the ones in front (could be due to the CPU events not set up yet).

  • When escaping from Enemy, they can Intercept.
  • CPU does not attack Player's unit that moved over them to attack their Avatar.

  • Enemy archers in the middle line do not attack player's defense line if enemy has frontline full of their units


Thank you for playing Grim Grimoire and for your support.
I'm sure this game can improve very much with your help!

Simone
Biim Games

Grim Grimoire community · Created a new topic Game Versions
(7 edits)
Ver 0.16.2   20/02/2025 - 22/02/2025


  • NEW: Added Links to "Game Rules", "Community", "Game Version and Known Bugs", "Roadmap", "Vote Next Features", "Share" (if supported by the browser and device) and "Donate and get Supporter's Files".

  • NEW: Added Credit Page at the end of the game with related links.

  • NEW: Added Fade-in effect to Cards in the Deck screen and Battlefield.

  • NEW: When checking the Grimoire in the Map, it shows how many cards are required to win the game.

  • UPDATE: Update Community Messages at the beginning of the game.

  • BUGFIX: When the Player's Defensive Line was full and a new Card couldn't be played, the Pass Turn Button wasn't visible.



Ver 0.16.1   19/02/2025 - 20/02/2025

  • NEW: Summoned Cards are attacked by the opponent's Cards that are on their front line if they have the Intercept status.
  • NEW: Now the Player's Grimoire is shuffled before and after that the Avatar is chosen.
  • UPDATE: When Cards are offered, now the text changes according to the quantity of Cards.
  • BUGFIX: When a Player's creature moves into the front line from the central one, and after it's the turn of another Player's creature that is on the defensive line, the latter advance automatically into the central line. (Happened sporadically, to check if happens again)
  • BUGFIX: It was possible to move the Grimoire on the Map, out of the screen.
  • BUGFIX: Escaping during the first battle, didn't show the Enemy's Avatar escaped from, on the Map.
  • BUGFIX: Escaping during the first battle caused a bug that was showing Escape button and Pass Turn frame in the following battle at the time of selecting the Player's Avatar.



Ver 0.16.0   18/02/2025 - 19/02/2025

  • NEW: Added Game Ending.
  • NEW: Added a Grimoire on the map screen, Player can check the Cards present in the Grimoire touching/clicking it. The Grimoire can also be dragged and dropped in any area of the screen.


Ver 0.15.0   10/02/2025 - 17/02/2025 (Published Version)
[ Check Details and Known Bugs ]

  • NEW: Now Player can Escape from a battle during the Player's Avatar Turn.
  • NEW: Locations now may also be present in Forest, Hills and Mountains, in addition to Plains.
  • NEW: Added Frame to Avatar in the Map screen to help to distinguish it from other Creatures.
  • BUGFIX: "Lose" was mistyped as "Loose".


Ver 0.14.3   04/02/2025 (Published Version)
[ Check Details and Known Bugs ]

  • NEW: When getting cards from visiting a Location on the map, the Location type might influence the variety and quantity of card offered, earned and lost.
  • UPDATE: Made colours tone darker for Battle screen and Map screen to give a more 'grim' atmosphere.
  • UPDATE: SFX for movement are not played on the map if there is a previous one already in play.
  • BUGFIX: Retire button was sending the Avatar into the Grimoire instead the current active Creature.


Ver 0.14.2   02/02/2025 - 03/02/2025

  • NEW: Added Community Message screen for project involvement and support.
  • BUGFIX: Game was stuck if the Enemy didn't have space to summon a creature on its defensive line.
  • BUGFIX: Player's hand was shown when there wasn't available slots to summon a new card (might be show in the future when non-creatures cards will be available). Also the Pass Button wasn't visible, so the Player couldn't pass to continue the game.
  • BUGFIX: Injuries were not carried over.
  • BUGFIX: It was possible to move and attack multiple time with the current active Player's creature.
  • BUGFIX: It was possible to interact with Enemy's Card during their turn, letting them move or attack at the same time they were doing their actions.
  • BUGFIX: When going back to the Map, if the creature previously used as Avatar was lost, it was still shown. Now, in case the previous Avatar present in the map is lost, the first card of the Deck will be used as Avatar.


Ver 0.14.1   01/02/2025

  • NEW: Added SFX for Bear, Ghoul, Giant Rat, Ogre, Troll, Zombie, Wolf (Avatar, Summoned, Move, Melee, Range, Intercept, Game Over, Victory).
  • NEW: Added SFX for Shield and Miss.
  • NEW: When the Avatar moves on the map, it plays a random SFX between Avatar, Move, Summoned or Victory.
  • UPDATE: When Enemies are spawn on the map, they are now mirrored to help to distinguish from the player's Avatar.


Ver 0.14.0   30/01/2025 - 31/01/2025

  • NEW: Map spawns Enemies.
  • NEW: When moving to a Tile with Enemies, the game moves to the Battleground screen.
  • NEW: Battleground Background changes according to the Tile Location.
  • NEW: Added Blood SFX, and Transition SFX to Battlemap.
  • NEW: Enemy Deck size is decided depending on the Tile and Location.
  • NEW: Enemy Deck Cards are decided depending to the Tile type.
  • UPDATE: First Enemy has limited Cards choice (Goblin, Orc, Giant Rat, Wolf, Skeleton, Zombie, Ghoul).
  • UPDATE: Changed the Text in the Deck Creation screen from "Cards to take: X" to "Take X Cards, Loose Y".


Ver 0.13.6   30/01/2025

  • BUGFIX: Losing the game was considered a Victory.
  • BUGFIX: Remove Text "Available Cards" and "Choices to Do: 5" in the Deck Creation screen when choosing a Random Deck.
  • BUGFIX: When adding new Cards on the Deck after a Reward, Cards were not always landing on the first available slot.


Ver 0.13.5   29/01/2025

  • NEW: Locations are faded and destroyed when moving to the Deck Creation screen.
  • UPDATE: Made Map Layout persistant.
  • BUGFIX: Avatar's Action Button Texts were not updated with the installed Cursive Font.
  • BUGFIX: Attack didn't change the status to 'Used' if the attack was a miss.
  • BUGFIX: Move didn't change the creature status to 'Used'.
  • BUGFIX: Card offered during Trade had incorrect current HP value (were taken from last Enemy's Deck).


Ver 0.13.4   27/01/2025 - 28/01/2025

  • NEW: Going on a Location brings to Deck Creation screen with a number of Cards that vary, as its type, depending on the Tile Terrain.
  • BUGFIX: Spawning locations for Plains (it was spawning on all Tiles the same Location).
  • BUGFIX: Going to Deck Creation after a Battle, didn't show anymore any Card (Layer Icons was renamed Cards and references not updated).
  • BUGFIX: In the Deck Creation screen, during Trade and Loot, "Your Cards" and "Available Cards" text were swapped.


Ver 0.13.3   26/01/2025

  • NEW: Spawning locations for Plains.


Ver 0.13.2   25/01/2025

  • NEW: When reaching the edge of the map, Sea Tiles are shown.
  • NEW: Tiles fades in when discovered, and partially fade in and out when rediscovered or left behind.


Ver 0.13.1   24/01/2025 - 25/01/2025

  • NEW: Player's Avatar Move on another Tile if clicked on the Map.
  • NEW: Added Camera to Map (follows Player's movement after the Avatar arrived at destination).
  • NEW: Tiles that are not adjacent to the Player's Tile, become semi-transparent.


Ver 0.13.0   23/01/2025

  • NEW: Added Map (under development).
  • UPDATE: Darken Cards and other part of the game to give a more "grim" atmosphere.


Ver 0.12.2   13/01/2025 - 22/01/2025

  • NEW: Added Video Recording Function (Disabled, need to be activated when recording is needed).
  • NEW: Added Font z003 directly in the project (previously used with the name Cursive).
  • UPDATE: Removed "Choices to do" at the bottom of the scroll in the Deck Creation page, since now the same line is always on top of the scroll and it was redundant.
  • UPDATE: Changed Lifebar colour from blue to green, in addition each HP is individually visible for better see the injuries.

GAME JAM VERSIONS:

Ver 0.12.1   13/01/2025 (Published Version)

  • NEW: After battle, when a new card is acquired, two are lost.
  • BUGFIX: Sometimes Turn was messed up during the death of the Enemy's Avatar, causing the Player to Loose the game instead.


Ver 0.12.0   13/01/2025

  • NEW: Deck Creation Layout Load correctly Cards from Player's Grimoire.
  • UPDATE: Hidden Action Buttons, Icon Frames and Icon Status once reached the Victory.


Ver 0.11.0   13/01/2025

  • NEW: When Winning a Battle, Left over Cards are saved into the Grimoire and the one present in the Battlefield moves towards the Grimoire before disappearing.
  • NEW: Added Title Screen.


Ver 0.10.2   13/01/2025

  • NEW: Added Introduction story on Menu Layout.
  • NEW: Added Difficulty Choice on Menu Layout.
  • NEW: Added Victory and Game Over VFX when the battle conditions are met.
  • BUGFIX: When the Player Pass the Turn, Avatar buttons were not hidden.
  • BUGFIX: Game stuck when Enemy tried to move forward but the line was all occupied by allies.
  • BUGFIX: Pass Turn text was not displayed.


Ver 0.10.1   12/01/2025

  • NEW: When there are no more Cards in the Player's Deck, an Icon to Pass the Turn will be available.
  • UPDATE: Enemy can perform all its actions by itself (Move, Melee, Range, Intercept, Pass Turn when no more Cards are in the Hand).


Ver 0.10.0   12/01/2025

  • NEW: Enemy starts to perform some actions by itself.


Ver 0.9.0   12/01/2025

  • NEW: Adjusted SFX play during battle.
  • NEW: Added Variable to regulate delay between VFX and next action.
  • NEW: Added VFX for Missed and Shield.
  • NEW: Enemy is able to Intercept Player's Creatures.
  • UPDATE: Used Status for all Creatures changes to Idle when a new Turn starts.
  • UPDATE: Update Player's Hand Message, saying that the rest of the Hand will be lost.
  • BUGFIX: Killed Enemies didn't move in their Cemetery.
  • BUGFIX: Attacks, couldn't target Enemy's Avatar (Enemy Avatar's Slot didn't record Avatar's UID).
  • BUGFIX: After Melee or Range Attack, the turn was not completed and another action could be performed.
  • BUGFIX: It was possible to use Action Buttons when they were invisible.


Ver 0.8.0   11/01/2025

  • NEW: Move, Attack and Range Buttons are correctly visible (with related stats) to show if the Creature can or not perform such actions).
  • NEW: Move, Melee, Range, Intercept and Retire Button works.
  • NEW: Retire Action saves the current Card into Array_Grimoire_Player.
  • NEW: Added Audio Function.
  • NEW: Added SFX for Bear Attack, Blood, Giant Rat Attack, Giant Rat Move, Goblin/Orc/Skeleton (Avatar, Summoned, Move, Melee, Range, Intercept, Game Over, Victory).
  • NEW: Added VFX for Blood.
  • UPDATE: Changed position of lifebar a bit more outward in order to don't overlap with Icon Frame.


Ver 0.7.0   10/01/2025

  • NEW: Cards in the Hand that are not used are destroyed.
  • NEW: Added Icon Frame around Active Creature.
  • NEW: Initially disable Move, Attack and Range Buttons to be activated if those actions can be performed (this second part is not done yet).
  • BUGFIX: Made Transparent Battle Slots that were previously active slots when Next Creature function is called.
  • BUGFIX: Slot Occupied by another creature was set with Opacity 100% during Summoning.


Ver 0.6.0   09/01/2025

  • NEW: Draw Hand for Player.
  • NEW: Avatar can Summon Creatures (need to be checked later on if they are Intercepted during Summoning).
  • NEW: Initiative Order works (Tested only with the two avatars and a Turn restart. Can't proceed until Creature Actions are created).
  • NEW: Created Icon Status (Idle [no icon], Intercept and Used).


Ver 0.5.1   08/01/2025

  • NEW: Holding Touch on an Icon_Card in Battleground, shows Card's Stats.
  • UPDATE: Removed Avatar Buttons (Summon Creature and Cast Magic) and added Player's Hand to be played directly. Left only Escape button and moved in different location.
  • BUGFIX: Icon_Cards, Button_Actions and Battle Slot had Collision Box guessing the shape. Now set to Bounding Box.


Ver 0.5.0   08/01/2025

  • NEW: Added option to start game with Random Deck.
  • NEW: Created Initiative Order Array & Function.
  • NEW: Added Actions Buttons UI (Move, Melee, Range, Intercept and Retire).
  • NEW: Added Avatar Buttons UI (Summon Creature, Cast Magic and Escape).
  • NEW: Added sound for rolling Dice during Initiative.


Ver 0.4.0   07/01/2025

  • NEW: Player can choose their Avatar and drag it to the related Battle Slot, then the Enemy Avatar is shown (first Creature of the deck).
  • NEW: Added Function for rolling Initiative.


Ver 0.3.0   06/01/2025

  • NEW: Creating Battleground Layout.
  • NEW: Once reached 5 swaps in Deck Creation Layout, the game moves to Battleground.
  • NEW: At the start of the Battle, the first 5 Player's cards are drawn (the Player will have to choose their Avatar from one of those creatures).


Ver 0.2.0   05/01/2025

  • NEW: Drag & Drop (Drop) brings Icon Card over the other cards.
  • NEW: Drag & Drop on Player's Card Area a New Card, swap the position with the Lost Card and display updates info of both cards + remaining swaps to do.

Thanks, that's actually a nice idea, however that might lock the player in an area without too much chance of progressing. It's already possible that it happens with water, but unlikely, but if I add the mountain too, that's 2 type of Tiles out of the 5 available, so chances becomes quite high for a lock. I could add that idea in the future if the player is able to find an item or something else that grants the ability to move on mountain, in that case the limitation would be only partial until a certain point.


What I am wondering to do is to add the classic movement cost that makes the mountain not the best choice to go through, but at the moment the game doesn't have a time restriction, so counting days for traveling has no effect in the game.


What is instead present now is an higher chance to find tougher enemies on the mountain, both in terms of quantity of cards in their deck and in terms of tougher card/creatures.


A new test version of the game should be ready tomorrow or the day after, still not complete, but I want to get the core mechanics right before adding options, instructions, game ending and the like. With the current version I am working on now, all card/creatures now have sfx, the player can navigate on the map, find locations where to earn some cards and lose others and also find enemies with different deck type and size to battle. You can actually finally reach the game limit that would let you end the game (10, 20 or 30 cards in your deck), but there is no end game yet, so the game just continue endlessly or until you find all location and defeat all enemies. I have a list of bugs, but I will publish the game before clearing all of them, just to give you and the others something to play in the meantime ;-)


Thank you for your passion and support for the game! :-)

Sounds a good plan. Best of luck to make it a complete and successful game.
I'm sure there is a wide audience for mobile games, on PC you might find it hard to monetise, unless you use ads like in a similar fashion I would use for mobile too. Another option are game portals too.

Great potenti al for an educational game. Congratulations! :-)