First Devlog


First devlog for Zarmancer
Hey everyone — this is the first devlog for Zarmancer, an auto-battler dice game I’ve been building. The version up here today is a proof of concept: the core loop works end-to-end (build a roster of five dice, set each die’s stance, fight, repeat), but there’s no tutorial, no balance pass, and the art is placeholder.
Where it’s headed
The end goal is asynchronous PvP — you set your dice and stances, submit your build, and it fights other players’ builds while you’re offline. Before I get there I want to ship a set of predefined enemies and levels that double as a tutorial — so new players have a clear ramp before being thrown into the PvP pool.
Next up
- Art — replacing placeholders with real visual identity.
- Balance — once the art lands, I’ll start tuning numbers based on what people actually do with their builds.
Try it and tell me
The prototype is playable in your browser at the top of this page. If you play a few rounds, I’d love to hear:
- Which synergies felt strong vs. dead weight?
- Did the reactions read clearly, or just look like noise?
- Where did you stop to check How to Play?
Drop a comment or rate the game — both help shape what I work on next.
Files
Zarmancer
Build five elemental dice. Set their stance. Watch them clash.
| Status | Prototype |
| Author | Shinguru Games |
| Genre | Strategy |
| Tags | 2D, Auto Battler, Dice, Godot, Prototype, Roguelite, Singleplayer, Turn-based |
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