Woods of War is a Roguelite Deck Builder fused with tower defense. The forest is under attack and you play as a sage tree taking its last stand against the horde!
It's a game of seasons. There will be 8 stage runs per season, 4 seasons in all. Each season also represents a school of magic: Spring is Nature, Winter is Frost, Summer is Fire, and Fall is Shadow. The upcoming demo will be an early version of the Spring run with a Nature deck.
You begin the level with three randomly dealt Arcana Cards which are basic offense and defense abilities you build onto the nodes you find on the ground and tree. You are then dealt Arcana Cards every 20 seconds. You upgrade them either with duplicate cards or via the quick menu though this route will be more costly -such is the price of convenience. Each Arcana provides unique advantages and disadvantages. For instance, Spike Shot has terrific range and decent damage as a quick firing projectile but Rank 1 has no armor so it's easily destroyed. For the upcoming demo I will have around 10 playable cards but the goal for the final release in Early 2026 is to have upwards of 50 cards.
Special Cards are in a class unto themselves. They provide area of effects, great for things like big damage, crowd control or mass heals but the draw back is they are a bit more expensive. You earn them by gaining special points and collecting mana crystals from slain enemies. Best for late game when crystals are flowing.
The third class of card are Utility Cards. These are general maintenance cards, granting one use abilities like damage shields and universal upgrades among other useful buffs and functions.
There will also be narrative throughout the campaign telling the story of Gant, an elven ranger of the Greenridge Core Elves and his friend Marian, a powerful druid and confidant, as they face down the orc horde. Gant also wrestling with how his soul became bound to the tree and learning the ancient history of the forest and the war of the orcs and humans from the tree spirits.
Aseprite on PC. Resprite on iPad because it can open and export aseprite files. Though Resprite isn't the best, it fills a need.
I worked as a profresional flash developer for 10 years making hundreds of games from scratch. I like building things from the ground up. Although it's a lot of extra work, it's also a lot more interesting and fulfilling. I don't have anything against game engines and may dabble with perhaps godot in the future.
C++ and SDL2. I'm coding the game from scratch not using a game engine.
The initial launch will be focused on PC for Windows 10 and 11. Releasing on Mac can be quite problematic and tends to be a smaller market share in the gaming community so I'm going to hold off for now. I may add a Mac release later on.