After finishing the tutorial like 4 times i thought i was ready. But i died 3 times all at the forth battle. No HP refill (permanent damage) means it is hard to heal. There are a healing inn but that is afer the first or second battle, which usually you don't need to heal, because you usually are in 100% battle. Battle 3 will empty half your HP. and battle 4 will finish what battle 3 started. I am willing to learn the power creep in this game though :) I think this game is well designed and well polished. It is hard to get into, but once you get hang of if, it is easy to sink time in. Good result for 2 week of a job. Hope there are more polish in the future like animated button, sfx, attack vfx, stretch and squash, lighning and reflection of magic bullet, etc. You rock, dev!
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Haine · The Soul Ledger's itch.io pageTeam 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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