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Making My Dream Deckbuilding Game

A topic by TheSneaK created 78 days ago Views: 282 Replies: 9
Viewing posts 1 to 8
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https://thesneak.itch.io/draft-isle

Draft-Isle is a roguelike deckbuilder where every card shapes your island’s fate.  Build a thriving medieval settlement from the ground up.   Plan a town, deploy military battalions, and add terrain as you see fit. 

Each run, Viking invaders descend upon your island, and once the raid begins, there’s no direct control, only the consequences of your decisions.   Battles unfold as dynamic auto-battles, where your defenses, layout, and planning are put to the test in real time.

I intend to make a progress video once a week.

I've recently contracted an artist!  We are currently working on the card art.  

Feel free to play the beta! I appreciate any feedback.


Hey guys!  I made a new video devlog update!


This time I built a (near) impossible maze for the AI to bumble through, while being peppered with arrows.
I go into more detail about updates and future plans for Draft-Isle in the video.


More Draft-Isle Devlog!  This time including many a dog!
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Here is some of the new card art!
Big update coming soon!












The idea of building your island through cards sounds interesting! How much can players adapt their defenses after seeing which Viking units are coming?

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Thanks!  I'm having a lot of fun making it!

As for adaptation, each year you are given 2 "Paths" to choose from, each with different events (like battles and markets to buy cards) and an "Animal Bonus" (think relics in Slay the Spire).     So it's up to you how much you want to prioritise finding new cards to change your defenses. 

If you meant moving around your current defenses, they are set once you place them.  So pay attention to what direction invasions are coming from when you choose your "Path" for the year, because you might be stronger from some directions than others.

No direct control during raids makes town layout do double duty as economy and battle plan. When a run fails, what information helps players tell whether the problem was their card draft or the spatial layout?

This is a fantastic question!  And I must admit that I don't have a simple answer for you.  

From playing myself, I can usually think back to one or two bad or greedy decisions that ultimately killed my run.  But each time is unique.  In general, I'd say if I was pinched on a particular resource, my draft was too greedy.  If I had plenty of resources and defences, but I was taking too much damage from battles before the boss,  I didn't prioritize the "mazing" aspect of my island enough.

You made me think about this reply for a solid 20 mins xD.  Great question!  If it's too much to ask, would you mind trying the game yourself and telling me whether you intuitively understand your mistakes?  It would be great if I could find ways to make that easy for players.

Hey friends!  Sorry about the lack of updates.  I prefer to make videos for updates, but my mic is currently broken.  (Thanks to my 3-year-old, lol xD)

Here is a new video showing some of the new graphics.  Still a lot of work to do, but I'm liking how it is going!



Here are a few more new artworks for cards while I'm at it!