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Board-Like

  • 19 Devlogs
  • 49 Total hours

Board-Like is a roguelike multiplayer board-style video game developed in Godot.

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2h 16m 21s logged

Devlog #16


Hi! I realized I unfortunetely don’t have enough time to complete my project with an online mode, so I’m gonna ship it with one-device mode only. I’ll do a couple of updates polishing the game and adding a bit of content. Fully finishing the game is gonna be done outside of Stardance later.


Changelog

Added:

  • Players now can choose their nicknames and colors before the game starts

  • New tile: Again. Anyone stepping on it throws the dice again

  • A little crown now appears next to the winner’s nickname at the end of the game

Changed:

  • Players are now sorted by level at the scoreboard

  • Various bug fixes

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2h 28m 9s logged

Devlog #15


Hii! Added a pause menu and settings(you can only change the volume and toggle the console on/off for now). Also there are little cogs in the background of settings instead of dice!

I plan to keep expanding already existing content for a bit and then get to making online mode work

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2h 0m 35s logged

Devlog #14 - ROUND MODIFICATORS


An exciting update today! Round modificators! Now every round except the first one will have a randomely chosen round modificator which can affect your strategy while playing.


Changelog:

Added:

  • Round modificator mechanic

  • New round modificator: Action Time. No Next and Back tiles appear on the board

  • New round modificator: Half dice. All dice rolls are divided by 2(rounded to the lower number)

  • New round modificator: Double XP. All players gain double levels from all sources.

  • New round modificator: No conditions. All tiles have no conditions, meaning their effects wiil be active no matter the player’s level.

  • New debug console command: mod. It changes curent round’s modificator

Changed:

  • The tooltip will now change position when out of screen so it’s visible

  • Fixed a bug that caused tooltip to not show up sometimes on the stat-bars for power-ups and cards.

  • Slightly changed the confirm button and roll button’s positions

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1h 35m 3s logged

Devlog #13


Vectorized the confirm button, looks alot nicer now. But most importantly added a debug console to ease testing. It has a bunch of commands such as add_card, set_level, etc…(see attachement)

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1h 36m 55s logged

MORE DICE

Decided to add an animation for additional dice you can obtain through the Dice power-up(up to 6). This also fixed that bug that crashed the game when it tried to find the texture for the main die with more than 6 dots. Here’s a showcase of what it looks like with all 6 additional dice

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1h 13m 42s logged

Devlog #12


Changed the roll button and added a proper anymation instead of a label changing numbers. Also made a few other tweaks and bug fixes.


Added:

  • A title on top of choice menus indicating which player is choosing

  • Roll button animation

Changed:

  • New roll button texture

  • Fixed the bug that caused the game to crash if a player picked a new power-up when they already have the maximum.

  • Fixed the 6th power-up not displaying correctly

  • Removed the label displaying the roll

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3h 22m 35s logged

Devlog #11


Hello everyone! A small update mostly fixing bugs. Also added a new mechanic.


Changelog:

Added:

  • When a player gets stuck in a Next-Back loop, a sound effect plays and he skips his turns until the end of the round.(Combined with the Cross Road card this can be used to set traps).

Changed:

  • Fixed a bug that caused the power-up choice menu to pop up multiple times simultaneously at the end of the round.

  • Fixed the Shop tile not working properly

  • Fixed a bug that caused the first player to take two turns in a row at the start of the game.

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3h 45m 23s logged

Devlog #10


Hi, no devlog for over a week, i got a bit tired of fixing all the bugs. But i’m back in the game and today’s devlog is mainly about VFX.


Changelog

Added:

  • New power-up: Safety net. Increases minimal level by 1.

  • New power-up: Assets. Gain 2 levels if you have 3 cards in the end of the round.

  • Visual effect for pressing the roll button.

  • Visual effect for stepping on tile

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3h 42m 36s logged

Devlog #9 - Tiers


Changed the weight system to the tier system. Every power-up, tile and card now have their own tier which decides how often they appear. Also added a Shop tile where you can buy power-ups and cards in exchange for levels.


Changelog:

Added:

  • New tile: Shop. When you step on it, a menu pops-up with 3 random card and/or power-ups for a set price(based on their tiers).

Changed:

  • Improved certain card’s textures

  • Updated the weight-based calculation method to use the new tier system. 1 being the most common one and 5 the rarest.

  • Higher conditions now appear in later rounds. For example in round 1 most tiles don’t require any level, but on round 5 most common condition are levels 2-3 meaning you’ll need at least these levels to access most tiles.

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2h 34m 25s logged

Devlog #8

Hi, took a little break after trying to convert some of the UI from pixel-art to vectorial graphics. (i ended up only changing the stat-bars,they look alot cleaner now).


Changelog:

Added:

  • New card: Air Conditionning. Set any level condition on a tile of you choice.

Changed:

  • Changed the way conditions are set for tiles(a complete rework incoming, i want later rounds to have harsher conditions)
  • New stat-bar texture
  • Fixed a bug which caused the game to crash at the end of the round if multiple power-ups were given out
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2h 57m 26s logged

Devlog #7 - ARROWS! YAY!


Hello everyone, worked on tiles and cards that concern arrows(the ones that make you advance or retreat). Also a bit of visual work. Check out Devlog #0 to learn about Board-Like


Changelog:

Added:

  • New tile: Back. Oppositely to Next, it makes the player who stepped on it to retreat to the previous tile. Weight: 20

  • New card: Crossroad. Change any tile to Next or Back. Weight: 15

Changed:

  • Completely changed the background’s palette, looks alot better imo

  • Next got a new texture to match Back

  • New portal animation and texture

  • More work into the game’s internal structure improvement. Mostly concerning conditions this time around.

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1h 57m 12s logged

Devlog #6 - Higher definition textures and updated tooltip.


Hello! A quick update focused on visuals. (If you want to know about Board-Like, check out Devlog #0)


Changelog:

  • Higher definition textures for the dice button and stat bars

  • Randomize card is now called Rainbow Paint

  • Randomize card has a new texture

  • Tooltip’s border changes color depending on the type of object the cursor is hovering over

  • Tooltip’s text is now centered

  • Tooltip now also works when you hover over other player’s cards on stat bars.

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3h 31m 8s logged

Devlog #5 - Tooltip!


Hi! A pretty cool update today! Made a useful tooltip, whenever you hover over a card, a tile or even a power, a tooltip will pop-up to explain what this item does!(see attached video). Also added taxes to the game(beware the IRS)


Changelog:

Added:

  • 🖱️A tooltip for cards, powers and tiles displaying their name, type and a description
  • 🪙New card: Taxes. Everyone except you looses 1 level for each power-up and card they have.(Level can’t go below 0)

Changed:

  • 🤞Bonuses and cards now use the weight system for calculating chances to appear, similar to powers.

  • Improved game sctructure:
    – 🧑‍💼Levels are now managed by the LevelManager node(before it was all over the place)

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4h 9m 40s logged

Devlog #4


Hi! Bringing another update to Board-Like. Now all tiles and power-ups have “weight”, which is their chance to appear. This allowes me to do a much more balanced game where better items appear rarer than others.

Also added a new very cool tile, and a couple of power-ups, one of them being a reference to a little something😉


Changelog

Added:

  • 📄New tile: Blank Tile. This tile is blank at the start of the round, whenever a player steps on it, it changes to the player’s color. When current round changes, the player who last stepped on Blank Tile gets an additional power-up.

  • 🟢New power-up: Caesium-137. Player gains 1 level each time they pass through the portals(from any side)(stacking)

  • 🎲New power-up: Another dice. Player now rolls 1 more dice(stacking)

  • ✖️A cancel button when using certain cards


Changed:

  • Power-ups now have different weight(chance to appear):
    – 🦇Vampire: 20
    – 🍀The Lucky Clover: 30
    – 🎲Another dice: 10
    – Caesium-137: 10

  • Tiles now have different weight(chance to appear):
    – ➡️Skip To Next: 40
    – Level up: 40
    – 🧲Magnet: 20
    – 🃏Chest with cards: 20
    – 📄Blank Tile: 5

  • 🌟Choice menus(for example when choosing powers) now have a pop-up animation.

  • 💊Fixed a lot of Sleeping Pill card related bugs.

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3h 30m 19s logged

Devlog #3 - Screen issue fixed and a new card!

Hey everyone, no updates for a little while cause i was out in Belgium to see The Odyssey in IMAX 70MM, truly a unique experience. Anyway, in this update i fixed a weird screen issue which was cutting off part of the screen on smaller displays.
Here’s the full changelog:

Added:

  • New card: Sleeping Pill. You may sacrifice one level to make another player(or yourself!!!) skip their next turn.

Changed:

  • Fixed screen scaling issues
  • Multiple small code fixes
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4h 26m 12s logged

Devlog#2

Heyy, alot of changes today! Finally changed the background which looks alot nicer than the previous one imo. Also added 2 and 4 player support, and an actual end to the game(tho it doesn’t sort players by their lvl yet).

Changelog:

Added:

  • 🎚️Number of players slider
  • 🎚️Number of rounds slider
  • 🧮Round counter at the bottom left
  • 📊Ending screen with a scoreboard
  • 👀A neat animation and SFX when tiles appear at the beggining of every round

Changed:

  • The background is now glowing in different colors and there are scaling-up-n-down dices all over it.
  • Now playable with 2,3 and 4 player parties!

The game finally has a goal and is playable(not so much fun just yet tho, still missing 90% of power-ups and tiles. But most importantly ROUND MODIFIERS)

Included screenshots of the scoreboard, and an example of what the stat bars can look like after 5 rounds. Also a recording showcasing other changes

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2h 56m 29s logged

Devlog #1 - Power-ups

Hello there! Today I’m bringing to life a very important part of Board-Like! Power ups. As i explained in Devlog #0, the winner of the round gets to choose one of 3 random power ups. They all have different effects and synergies.I included a little recording where you can see that all your power-ups are shown on your personal UI, or what i call them - the stat bars. Also wanted to show you some more content, so here’s the dice re-roll card!

Here’s the changelog:

Added:

  • Power-up choice menu
  • 🍀Lucky Clover power-up:all positive effect are now 15% more likely to happen
  • 🧛Vampire: get a level-up every time you cast a negative effect on another player
  • 🌟A subtle scale up effect on hover for cards(bottom right) and tiles(middle of the screen)

Changed:

  • 🗝️Add Card tile texture is now a chest that opens whenever someone steps on it.

My next steps are gonna be changing the background because this one looks horrible, adding more cards, tiles and power-ups.

If you want a detailed explanation to Board-Like you’re welcome to see Devlog#0

P.S.: You can hear Board-Like’s OST in the video

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23m logged

Devlog #0

In this post I explain what Board-Like is, it’s state right now, and most importantly what I’m planning to change and add.

What’s Board-Like?

Board-Like is [like excpected from the name] a rogue-like multiplayer board(style) videogame developped on Godot. The game loop idea is:

  • Quick(1-3 minutes) turn-based rounds where players throw dice, step on tiles, use their cards(to help themselves or punish others) and gain levels
  • The player that crosses the finish line first chooses one of 3(???) power-ups to keep through the whole game, and next round starts. The power ups can have synergies and different rarities. That’s where the “rogue-like” part comes in, every game will feel completely different depending on what power ups you and your friends choose!
  • Well, who wins? The player with the highest level by the end of /to be determined/ rounds! You can gain levels from(but not only!) stepping on special tiles or triggering your power-ups. But it’s not that simple! Levels are very dynamic, you can(and probably will have to) lose, sacrifice or trade your levels in order to obtain even more! Try different tactics and anticipate the next rounds.
  • Oh, and also… ROUND MODIFIERS! Cool, no?

The state of the game.

I started the developpement in Summer 2025, but quickly abandoned it to priorotize school(and videogames obv). Right now it looks insanely ugly, but also lacks 90% of all mentioned features above.
It has 3 different working cards to use(return to start, reroll dice, and change any tile on the board to a random one), 4 tiles(tp to next tile, level up, magnet, and get a card). No power-ups yet, round modifiers or even an end to the game. So no chaos, no fun, no game.

Plans

Well, there’s a lot of work to do. I am planning to add everything i mentioned in the first section, plus adding more music, making a complete visual overhaul, and the hardest for me: online multiplayer. I have never done anything with online multiplayer and that’s where i think I’ll meet the most issues. I have no idea where to start with it so if you have any tips feel free to share. Well anyway, there’s a lot to do before that.

So, that’s Board-Like! See ya!(Btw the screenshot is what the game looks like rn)

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