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YU-GI-ROL's itch.io pageTeam members and roles
1-Gatowui
How did you interpret the themes?
This game is a collision of three genres: roguelite, deck-building card combat, and Vampire Survivors-style horde survival.
From roguelites, it borrows the run-based structure — survive a wave, then pick one of several random upgrades that snowball your build (faster movement, cheaper spells, harder-hitting cards), making each run feel different depending on what you're offered.
From card games, it takes the core combat loop: instead of a fixed "attack button," you play spell cards with mana costs and individual cooldowns — fireballs, area heals, and more — turning positioning and resource management into the main skill test.
And from Vampire Survivors, it takes the endless, exponentially escalating horde: waves get bigger and enemies get stronger indefinitely, so the real challenge is how long your card-fueled build can keep up before the swarm overwhelms you.
The collision point is simple: your deck IS your character build, and every choice — which card to play, which upgrade to pick — is a bet on surviving just one more wave.
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Engine and tools used?
Built with:
Engine: Unity (2D), scripted in C#.
Notable tech: Unity's Tilemap system with Rule Tiles for procedurally varied terrain, a ScriptableObject-driven architecture for cards, spell effects, and roguelite upgrades (so new content can be added as data assets without touching code), and Unity's built-in UI system (uGUI) with a scaled Canvas Scaler setup for responsive layout across screen sizes.
Art: Hand-made by the developer.
Audio: None yet — not included in this build.
AI-related tools: Claude (Anthropic) was used as a coding assistant throughout development — writing and debugging C# scripts, and helping troubleshoot Unity Editor setup (UI layout, Tilemap configuration, WebGL build settings). No AI-generated art or audio assets were used.
Road to GDC
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Bezi Challenge
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Synty Challenge
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Fan Art Artist
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Fan Art Process Video
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Comments
The art style is cute. However, the feedback when playing cards or using abilities could be clearer. I often couldn’t tell whether an ability had taken effect or dealt damage to an enemy. Clearer visual feedback would make it easier to understand what each action does.
Good game.
The title made me wonder if it was inspired by Yu-Gi-Oh! It felt fresh and different, but I had some trouble understanding the rules, so I couldn’t quite get the hang of it...
Bones are good, will you continue to work on this?
Yes, I will publish it later this year.
The core mechanic has a lot of potential! At first, I had trouble understanding what was happening and how my actions affected the game. Clearer visual or audio feedback could help players see when an action works and why. With that polished, I think the mechanic could become really engaging. Great work, and keep going!
Good start! I'd like to see some animation and sound design so that it's more clear what each card is doing. The bones are there though!
Nice job on this! I didn't know what the blue spell did for a while, and never figured out what the brown spell did. I liked that you created the art yourself. Thanks for making this!
I enjoyed playing this game. But i wish more content added in the future. This is unique take of the vampire survivor genre. With 3 attack magic + 1 heal, you fight your way through those cute monsters. Nice submission!