Seer's Gambit is a strategic, semi-auto battler that rewards smart positioning, player agency and building a team that plays to each character’s strength. 

Explore a perilous world to unlock new heroes for the perfect team composition or upgrade nodes for powerful group buffs.



Dive into a strategic, tactical semi-auto battler with player agency through positioning and powerful activated ultimate abilities. Each hero comes with their own unique ability. Use it at the right time to turn the tide of battle, waste it and risk a soul crushing defeat.



Seer's Gambit is all about discovering the best group composition. Every character in the game can shine when combined with the right co-heroes. Unlock powerful combos by picking the perfect adventurers for your party and demolish your enemies with the power of teamwork.



DISCLAIMER. 

This demo is just a slice of what we're planning for the full game. Here are some headliners on what we're working on: 

An explorable overworld where you can unlock more heroes, items and day-level-ups. Unlocks will persist between runs, allowing you to build your power over time. 

More locations, enemies, heroes, items and epic boss fights that will challenge even the best player. 

We're looking to use the feedback provided by you, who play this demo to guide us as we finish development and help us make the best possible version of Seer's Gambit.

_________________________________________________________

If you liked Seer's Gambit. Check out Obsidian Prince. 

Fight through dungeons in a tactical, turn-based roguelike where choices have real consequences. Craft your backstory & inspiration decks & combine classes, skills & gear to create truly powerful heroes. Explore & rebuild Emalon in the campaign or top the highscore in a challenging roguelike mode.

StatusIn development
PlatformsHTML5
Rating
Rated 4.3 out of 5 stars
(26 total ratings)
AuthorUnleash The Giraffe
GenreRole Playing, Strategy
Made withUnity
Tagsauto-battler, Pixel Art, Roguelike, Roguelite, Singleplayer, Strategy RPG, Tactical RPG, Team-Based
Average sessionAbout a half-hour
LanguagesEnglish
InputsKeyboard, Mouse
AccessibilityConfigurable controls
LinksSteam

Development log

Comments

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why this game screen is bigger than my computer screen?

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What is your screen size + resolution?

15 inches / 1366x768

I have to put my browser (firefox) on 80% zoom to play this game without problems.

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Good to know. Will see if we can include the screen resolutions in the next update.

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Hey! What a wonderful game, really looking forward to playing the final product.

Just wanted to say I experienced something weird in one of my runs (that might not qualify as a bug, but still a bit annoying).

It was on day 6 or 7 and I had the Footman-dude (with the halberd and shield) and the Knight-dude in my party, both equppied with the epic version of the item that gives a 30% chance to become immune to dmg for 3 secs.

The proc rate seems to be high enough that they are completely unkillable but eventually I ran into situations where every single character got killed, except those two, and then the game sort of got stuck in a stale mate.

My two unkillable tanks couldn't die, but they also didn't have the damage output to kill mobs that was getting healed, or deal with the adds from the mushroom summoning Papa Shroom. 

I have no idea how to make this a non-issue - maybe having the game recognize stale mates or putting a timer on each level? In the final game I assue I would have just "forfeited" but it still felt a bit...unsatisfying.

Either way, amazing game! Lovely design and it really gives you that "just one more screen"-feeling!


Thank you so much for the excellent and very positive feedback. :)

We'll definitely look into ways to solve stalemate situation as you're right that isn't satisfying.

Looking forward to sharing more with you soon!

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very coolio like the autobattler roguelike thang

Show post...

Good 

Thank you! :)

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Very excited to follow this! I wish you success on the game.

Thanks a bunch! :) Will be fun to see people roam the overworld as well.

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This game looks very promissing. YOu can tell the developer is putting his soul into it. Looking forward for more updates.

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Thank you so much! :)

We are hard at work on implementing the overworld. Will be super fun once we can share that with you guys.

I ran into a bug where Fingers was stuck in a corner not gaining ulti and not attacking anything. A hulking guy killed my whole party then couldn't reach Fingers, but when i scrolled down to comment about it then scrolled back up they started fighting like normal.

This game is very cool and very charming!

Thank you so much for the bug report, we'll track that down and get it fixed in a future build.

Glad you liked the game! :)

Brilliant I have to say! Pixel-art, Stardew Valley mood answer to Darkest Dungeon II.

Haha. That was an awesome comparison. Feeling very honored :) Glad you liked it so much.

I thought I was the first one to discover the Flora + adventurer buff strat ToT but then I backread the comments :( anywayz great game yay

the previous deleted comments are mine enthusiastically explaining everything 😭 anywayz the game stops functioning in the middle of day 8 i think.... i want looopppp

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Hahaha. Thank you for all the reports. We luckily managed to read this before it was deleted (did you do that, because we didn't touch them :o )

We will do our best to sort it out so day 8 doesn't break. We had one fix in, but clearly it didn't solve all cases so back to investigation on that one! 

Flora + adventurer buff needs to be balanced, although I too enjoy one-hitting enemies. Thank you for bring that up and thank you for the enthusiastic comments. We didn't have time to reply straight away, but you made us smile a lot earlier reading them :)

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Nice! this game was pretty fun to play. I'm interested in playing more!

That's awesome to hear! :) Can't wait to show you guys the rest we have planned.

Good Game

Thank you! :)

Nice game :)

Thank you! :)

can't wait to dive into the tactical mayhem! The whole 'strategic semi-auto battler' vibe has me hooked. Positioning and those ultimate abilities sound like a game-changer. Super excited to see each hero in action with their unique moves. Timing those abilities for maximum impact? Count me in!

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super game indie 2023 ¡Bienvenidos a Seer's Gambit, el juego indie que desafiará tus habilidades estratégicas y te sumergirá en un universo de intriga y magia! Explora un reino lleno de misterios, donde cada decisión cuenta y cada movimiento puede cambiar el destino. Descubre tus poderes como vidente y acepta el desafío del gambito. ¿Estás listo para apostar tu destino en Seer's Gambit? Prepárate para una experiencia única llena de emocionantes giros y decisiones trascendentales. ¡Sumérgete en la magia y desata tu estrategia en este apasionante juego indie de 2023!

(1 edit)

Really fun tactics game! Quite reminscent of TFT. Though, my main about this gripe is that compositions can feel kind of RNG dependent. If your luck is bad enough, you can just be stuck with bad units without any synergy. I'd probably suggest some reroll mechanic of sorts like 1 or 2 free rerolls per day or something. A way to see percentage chances for each rarity from a given pull would be really helpful too (e.g. 5% epic, 25% rare, 70% common, or whatever the actual percentages are).

The end of day bonuses are also interesting, but I feel as though the class specific choices affect too little units to be useful on most parties. Perhaps a buff to those bonuses or even a way to bestow classes upon different units could make those bonuses a lot more worth considering. A way to reroll those bonuses would also be great in lowering the effect of RNG and increasing player control and probability management on each run.

I also find the sacrifices quite expensive for what they provide, and they're usually all I end up saving for since I don't feel like I'll get them any other way. I feel like making them a bit more accessible could add a more interesting opportunity cost early on since I think their sacrifice already adds enough consequences to compensate and it lets you consider other options for gold as well.

Health not replenishing after each battle is an interesting choice as well, but I feel like there aren't much opportunities to heal outside of just hoping to get lucky with a pool encounter, which makes healer units an absolute necessity on every run. Maybe you could pay a certain amount of gold after a round to heal your party or just simply buy healing items at shops. Aside from increasing player control, I feel like it would add slightly more variety to team composition and provides a bit more opportunity cost with gold if you're not sure if saving money is worth its risk or not.

Overall though, I find the game to be an aboslute blast. It's incredibly fun and addicting and is heading straight to my wishlist. I look forward to watching this game evolve and can't wait to see it in full! Best of luck you guys :)

Hi Eminealth,

Thank you so much for taking the time to leave such detailed and thoughtful feedback. It's excellent! 

We agree that RNG is a bit too rabid at the moment and we're working on various ways to improve that. Some of those issues will be solved once we introduce the overworld and exploration part of the game, but free rerolls is something we'll consider.

Another idea we're toying with is upgrade tokens that can increase rarity of heroes.

We're also looking to introduce end of day bonuses that will give your group a specific tag, which will help with getting the combos you want.

Finally we need to introduce more characters that cover specific tags. Faith, Merchant and Thief are currently under represented. We have a whole lineup of heroes that will improve this side of things.

Agreed that day-level ups for specific tags needs to stand out more. Day-level ups in general needs more tuning and more variety.

Altars, is another place where we want to tune things more, we may add more free choices to make them more interesting when you have no gold. We also need to introduce more so you don't get tired of the ones that's there.

Heroes not healing between fights is a design choice, we want to challenge the player with death by a thousand cuts, but I agree that the ways to heal right now is probably too limited. Once idea we've been considering is adding consumable items, like a healing potion or a resurrection potion, that can take the spot of an item, but would provide powerful one time uses that trigger on certain conditions. We'd need these to be impactful enough to offset using an item slot for it, but I think it could be fun.

Thank you again for giving us a lot of great ideas and feedback. Developing in a vacuum is very hard, so really, really appreciate hearing back from you guys playing it. And also very happy you like the game so much! :)

Is it possible to allocate skill points right now? If it is, I can't figure out how to do it. I can see my characters have them, but can't find any way to distribute.

I think youre thinking about combos! Each hero has a number of tags. Normal has 1, Rare has 2, Epic has 3. They do fun stuff like creating fire trails, letting Claudia have two clouds instead of one, etc.

To activate a combo, what you need to do is recruit heroes who have the tags the hero needs. The heros own tags dont count towards the unlock. 

If you want to see all the tags you have available, you can see it on the left side of the screen, either when the character details are open or when you hover a hero.

We are considering implementing a level up system in the future :)

Awesome, thank you!


This game is so fun. Are you guys interested at all in having designated play-testers? Or are you looking for any kind of dev help?

Very cute, tactical and captivating. Loved the sound design of it. Keep up the goodwork! Will definitely play this one while chatting with my friends and stuff, or like listening to an album. That's the vibe it's giving it.

Thank you! :) Super happy to hear you liked it so much. We've have a lot on the roadmap that we're working on adding. Can't wait to share it. :)

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Can't wait to see it. Have a great day <3

You too. :)

the game seems to crash for me when i try to play it, i just got an error(357) alert and a frozen game screen until i reloaded the page, im on brave browser if that helps you narrow down the issue

Hey. Thank you for the report. Is it crashing directly or after a while? 

We'll see what we can find, but otherwise we  will do a downloadable demo for Steam at some point in the future.

it varies, sometimes it crashed as soon as i started the game or the tutorial and sometimes it crashed when i was about to start the first battle, im not sure what i did different those times

Okay thank you for the extra details! :) Steam demo will come as mentioned so if we can't track the issue for the Brave browser down, there's always that option. (Planned Q1 2024).

This is super fun. :) Wishlisting!

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Really glad you like it and thank you so much for wishlisting. That will help us a lot! :) 

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really fun! 

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Thank you! Really happy to hear that. :)

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I'm assuming this applies something to self.

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You're right. She casts it on herself. And the area of effect is 4. We need to take another round at skill descriptions in general I think. There's probably a bunch that aren't super clear. Thank you for pointing this out. :)

I wish I could just autocast ulti, and wish more of the items could stack instead of swap out. Would like gold to feel more impactful.

Hi! Thank you for the feedback. Appreciate it. :)

We're discussing ways to potentially add some level of autocast ulti. We want it to be skill-based, but we also recognize that some degree of autocast could be a nice quality of life feature. Right now we're designing a way to implement something that wouldn't remove the challenge and skill-based part of the game. Stay tuned! 

Item stacks is something we're also considering, but less certain it will be implemented. We'd rather that each item is super powerful and really changes how you play your character than add a bunch of equipment slots. But this is not the first time we get this feedback so we'll continue thinking about what we can do to make items feel even better.

Gold definitely needs to feel more impactful. We have a number of plans for gold usage that's not in the game now, however the patch we just released added a reroll option for recruiting so there's one thing you can now also spend your gold on.

We've also tuned gold drops a bit since some enemies were dropping way too much gold.

Thanks again for sharing your thoughts, stuff like this help us create a better game! :)

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BIG patch incoming tomorrow! Rebalancing, new enemies, quality of life stuff. Just wanna sleep on it so i have time to quickly fix any bugs if there are any.

Any plans for mobile release too?

We are working on PC first, but consoles and mobiles are definitely on the list of things we're considering as well and hopefully will be able to hit once the PC version is out. Thank you for asking, it's good to know that there is interest! :)

Im actually interested in both PC and Mobile versions. Game looks great on both haha thanks for creating something awesome

Thank you for the kind words. Put a big smile on my face. :) Hope we can sort it out for both platforms!

Some sort of reroll would be nice, unless I missed it. Also, I got 3 of the same bonuses at the inn "Killing Haze" ... that feels like it shouldn't be possible.

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Rerolls is an incoming feature. :)

It's not intended that you can get multiple of the same bonuses, we'll get that fixed. Part of the solution is adding more potential buffs, which is in the pipeline.

Thank you for taking the time to leave feedback!

Continuing when everyone is dead locks the game.  (No way to get to main menu without reload.)

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Thanks. This is definitely something we'll get fixed. :)

Truly amazing! I'm really exited for the full game.

Flora + the item that deals damage to everyone on kill + the Adventurer buff for every day passed = GGEZ!

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Thank you so much. That's so awesome to hear. There are a couple of other really cool synergies, but part of what we're working on is to make sure there are a ton of them that feels as good as the combination you discovered. :D

My game never transitions to the next screen after going to the Inn. Just stays black with the music looping.

Thank you for reporting. We're looking at that straight away. Something may have snuck in during the last patch.

Hi Lilmouse. Sorry about that, I've fixed it as fast as possible. Big thanks for the bug report. 

Things I noted down and other from the top of my head:
- It would be nice when on the popup inspecting your hero, you could left mouse click on other heroes to change (instead of the right mouse click - I think it's more intuitive)

- An end combat stats screen. This is a must-have for me! I'm guessing it's probably coming but for the demo, it doesn't exist yet. Either way, I'm putting it out there. Seeing how your party performs is a must-have for this game (DPS, HPS, damage taken, per character, yada-yada, you know what I'm talking about).


- The music is good for the game style but when heard over and over again it might start to get a little bit too "annoying" as in repetitive.

- For the sound effects, they're good but it's pure chaos when you have 20 different ones playing at once over one another. Probably there's no other way but I might as well say it. Extremely hard to identify what is happening on sound alone. There are games in which, either the sound effect is so unique or awesome that hearing it immediately lets you know what is happening (like an *ultimate*:)


These were the things I thought could be improved but then again, this is all just a matter of opinion so take it with a grain of salt! TLTR: I loved it. It's my type of game (love these party management auto-battlers) and I'm 100% playing this when it comes out :)


PS: I know that these characters are unique (they're awesome btw!) but maybe there can be an option to randomize the name and let the player rename them? This is my content creator half kicking in because I know for a fact, that people will LOVE to be part of the team and have their own named hero on the screen battling... or dying :P

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This is great feedback! I have some excellent news for you:

1. Inspection: Yeah sure, I'll add it right now! This is the exact kind of thing we came to itch for.

2. End combat stats: This is incoming - but i'm not sure when. We really want this too: per fight, per day, and per run, and with different stats tracked.

3. We're looking to add new music, hopefully early next week.

4. Totally agree. This is something we're working on really hard right now.

5. It's on our list to rename characters :) We really want this!

We also want to bring in on so many characters that each character in your party will be a unique one, so your viewers wont be confused which is which. Like the Bees Master. We do a lot of pun-based game design.

Really happy that you love the game :D Makes my day to read.

Kind of a bit of a bigger suggestion would be to adopt a "storage and combine" system like a lot of autobattlers use (usually it's 3 level 1, become 1 level 2, 3 level 2, become 1 level 3, etc. - or in this case "common -> rare -> epic")

This would result in a lot more strategic thought when picking items/characters - as you could stash stuff away to get an upgraded version of the item or character later.

This would need to come with a storage system of some sort, so people could hoard these things and upgrade them as they go - and would give more complexity and progression to a run outside of "waiting for the epic"

Would also likely be easier to integrate into the longer format that an overworld/story/etc. bring to the table (even possibly letting you have different ideal teams for different regions/enemy types)

latest patch helps a ton - though worth noting - game breaks on day 8 (not sure if it was due to getting a second line of icons or actually just day 8)

Oh wow! I've never gotten that far lol. I'm gonna look into this today so you can get further. Maybe a patch today or tomorrow to fix it.

I'll have a video of my journey up to that point coming out tomorrow (~28 hours from this post) on one of my other channels if it will help, this bug happened after I ended that though, just happened to catch this to see how far I could push it off session. (while improved, the overlapping audio bug is still present too sadly :( - but definitely having fun with the core mechanics so far)

Wow that's really cool man, thanks!! :)

Also really appreciating the bug report. I'm looking into it right now.  Going to be replacing a lot of sounds and adding some new music soon as well.

Maybe I can make fix for this today. I'll try!

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Just added a ton of fixes. We're still dabbling in how many team members you should be able to have. For now, recruiting more than 6 characters should be impossible - if ain't,  gimme a poke. 

If you feel its moving too fast, remember that you can always slow down the game time :)

If you wanna see something fun, try putting a throwing dagger on Blossom and watch her go into a frenzy when someone loses all their armor.

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Saw this on Nookrium.  Fun game.

https://odysee.com/@Nookrium:d/seer's-gambit-(party-building-tactical:0

[bug] looping noise (20231119)

Had a rare Blossom.   Some thing set off these shields being drawn in to her.  Right clicking on a character muted the sound.  Beyond that it looped over and over, even after I finished a run.

That sounds incredibly annoying. We'll have a look at that. Thank you for reporting. :)

The team size might be too large I find anything beyond 6 to me cluttered.

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Thank you for the input. 6 is actually the maximum teamsize as we also felt it got hard to handle with more people.

Were you able to recruit more than 6 heroes? If so that's a bug we'll need to track down. :)

I had 10 at one point even

Uh oh :D We're looking into fixing that. Expect a patch within the week.

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Awesome game, love it! If it's a bug, it's a good one. No-no, it's a feature!

Hahaha. This is pure chaos :D

lol, yup, got it too, soft locked on a map where there weren't enough slots to position all my units ;) 

Wooops. We'll get that fix out the door ASAP.

Pretty fun, and I like the graphics! I was a little confused about the ranges as I thought Icemerelda was ranged but then she was moving in close to the combatants. I also didn't notice positioning having a huge effect beyond "tank in front, mage in back" but maybe it matters more further into the game. The mix of battles and rewards was really satisfying, and I loved adding new party members and getting the cat treasure!

I'm glad you enjoy the game and thank you for the great feedback.

When you hover over a character you will see 3 coloured rings. These are range indicators. The white is for their attack, the blue for their ability and the yellow for their ulti. You can see range indicators for enemies as well. By placing squishy characters outside of enemy range or by positioning your team so they can all attack one specifically dangerous enemy you can turn the tide of battle.

You can also use positioning to divide enemy groups.

We have on the roadmap to include a tutorial part that explains the range indicators. We're probably gonna bump that up in prio based on your feedback, so thank you for taking the time! :)