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Team members and roles
Takahiro Saeki (itch.io: tsgamestudio) — solo developer; game design, story, creative direction, playtesting, and production. AI-assisted implementation, art, and audio are disclosed in the tools field and game credits.
How did you interpret the themes?
GENRE COLLISION: Haine combines bingo with a turn-based deck-building roguelike. Cards let the player attack, defend, roll numbers, and influence which numbers appear. Completing rows, columns, or diagonals on a persistent combat board activates the sigils assigned to those lines. The same card decision therefore changes both immediate survival and the board’s future payoffs. Drafted cards, persistent Contracts, relics, and route choices turn bingo from a separate minigame into the engine of the build.
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Engine and tools used?
Godot 4.6.2, GDScript, Compatibility renderer, and HTML5/WebAssembly export. OpenAI Codex assisted planning, implementation, debugging, writing, procedural effects, and testing. OpenAI built-in image generation produced selected concept, UI/background, and store artwork. PixelLab AI generated character/enemy sprites, selected animations, card/sigil/relic illustrations, and environmental art. Suno AI v6 produced three music tracks; ElevenLabs Sound Effects produced the card-use sound. Other effects and map music were generated procedurally with Python. FFmpeg was used for audio processing. Cormorant Garamond and Noto Sans JP fonts are distributed under SIL OFL; Godot is MIT licensed. Full credits and third-party license notices are included in the game and Web package. No Bezi or Synty assets were used. No runtime AI service calls.
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Comments
Bingo as a spellbook is a brilliant collision with the card battler. Every Strike rolling numbers into my Soul Ledger made even a basic attack feel like progress, and burning both Lucky Calls to jump to 8 sealed with one row a single cell short had me leaning in for the next roll. The pixel art and the whole gothic presentation are gorgeous.
Thank you for playing, Jason! I love hearing about that near-complete row after both Lucky Calls. That 'one more roll' tension is a big part of what I hoped the Soul Ledger would bring to combat, so I'm happy it landed for you. Thanks for sharing that moment, and for the kind words about the art and atmosphere!
Really impressive presentation! The pixel art is beautiful and the whole game feels extremely polished, from the character animations to the UI and atmosphere. I especially love the idea of turning bingo into an actual combat mechanic — combining cards, the Soul Ledger and enemy forecasts makes it feel very different from the usual card battler. Haine is also an adorable protagonist! There is clearly a lot of care behind this game. Great work!
Thank you so much for playing and for such a thoughtful comment! I'm really happy you enjoyed the atmosphere and Haine herself. Making the bingo board part of the combat decisions was the idea I most wanted to explore, so it's lovely to hear that the cards, Soul Ledger, and enemy forecasts came together for you. Thanks for taking the time to notice all those details!
Very interesting concept! I don't think I have ever seen a bingo mechanic used like this before, great stuff!
Thank you for playing! I'm glad the bingo twist caught your interest. I wanted each card choice to help you survive now while also setting up a satisfying bingo payoff later. Really happy you enjoyed the concept!