Thanks for this feedback ! If you want to test the game you can test here : https://paper-strike-game.itch.io/paper-strike I'm curious about your opinion about the game !
diezyok
Recent community posts
I'm part of the Paper Strike team, where players draw runes to cast spells. It raises a tutorial question I'd like to hear other developers' thoughts on.
Copying a rune while its outline is visible and drawing it from memory seem like two different things to teach. Remove the guide too early and the first few minutes could feel like a memory test. Leave it on screen and players have a useful fallback, but also one more thing to watch during combat.
One approach would be to teach a single rune with a guide, let the player do something else, then ask them to use it again with the reference available if needed. That seems like a more useful check than asking them to trace the same shape five times in a row. I'd be interested in examples where that worked, or where it fell apart.
If you've worked on gesture controls or other unusual inputs, when do you remove the visual guide? After a few successful attempts, or when the player chooses to hide it? What helps you tell whether they've learned the movement or are still copying the prompt?
Hi everyone, I'm part of the Paper Strike team and wanted to share a couple of views of our warrior mages.
Here's a closer look at two of them. The goggles and big backpack give one a broad, rounded outline. Beside him, the crown, long cape and sword make a much sharper shape.

There are lots of small costume details in that view. From the gameplay camera, the characters are much smaller and share the screen with bright spell effects. This second shot shows how different that can look.

In the arena shot, which character catches your eye first? Is it their silhouette, their colours, or the effects around them? I'd be interested to hear what you notice before zooming in.
There are more views of the characters and environments on our itch.io page.
Hey everyone, I'm part of the team working on Paper Strike, a 3v3 arena game where you draw runes to cast spells. I'm starting this thread to share progress on the game.
I wanted to begin with the casting system. Your character has to stand still while you trace a rune, and a faster melee attack can interrupt you. You might know exactly which spell you want, but still need to get some distance before you can finish drawing it.
That gives the gesture a place in the fight itself. Learning the rune matters, but so does spotting an opening to use it.

The current free demo is available for Windows and macOS. It includes a tutorial and three modes: King of the Hill, Crystal Rush and Team Deathmatch.
We also recently fixed a scoring issue after reworking the game modes. The leaderboard had been stuck at zero. It now adds up your personal points across the three rounds of a run.
You can try the demo here: Paper Strike on itch.io.
If you've played it, what took more getting used to: drawing the runes, or finding time to cast during a fight?
Hey everyone, I'm part of the team working on Paper Strike, a 3v3 arena game where you draw runes to cast spells.
The catch is that you have to stand still while drawing. Someone can rush you and interrupt the cast, so knowing a spell isn't enough. You also need a moment to actually finish it.
We've put a free demo on itch.io for Windows and Mac. It includes a tutorial and three modes: King of the Hill, Crystal Rush and Team Deathmatch.
I'd be interested to hear how the drawing feels once a fight gets busy. Do you find yourself going for spells, or falling back on melee?
You can try it here: Paper Strike on itch.io