Champions of Infinitus
A downloadable game for Windows
Champions of Infinitus
Champions of Infinitus is a tactical, strategy-based card game for both veteran strategy game players and beginners alike. Champions of Infinitus is easy-to-learn, but hard to master! Play as any champion, whether it be a loyal squire, a sly bandit, or a powerful mage! Use different cards to attack, heal, or other miscellaneous actions, and use your hero's abilities to gain an advantage in the battle!
Download & Install
Go to [ChampionsOfInfinitusGame/Releases] on our GitHub repository to download the latest version of the game. Alternatively, you can install a build of the game from itch.io, where I will be regularly updating as a mirror for the game's download.
If you would like to help with the game's development, or simply wish to try out the latest changes that have not been built specifically as a version yet, you can alternatively clone the project and build the game from Unity. However, this is a slippery slide that can lead to many errors (and not recommended unless you know exactly what you're doing).
Not A Finished Game!
This game is still in its early stages of development! Many aspects of the game haven't been fully developed or even made functional yet, and most of the assets are still placeholders. Expect the game to see improvements over a cumulative set of updates, as I plan to add more additions and features that improve the gameplay feeling and the aesthetic of the game itself. To those brave enough to try out the game at its earliest stages of development, I thank you for your support!
Why I Created This Game
Ever since I was a kid, I was really into the concept of card games. My first experience with a card game that genuinely had an obsession with was a game called 三国杀 (called "Legends of the Three Kingdoms"). The idea was that you play as a legend from China's ancient history each with their own unique abilities, and you are given a role that indicates your win condition and how you need to play in order to win. The idea that every player could be a character with their own abilities, and the idea that every player had to use cards to fight, survive, and complete game-advancing tasks really intrigued me as a child.
However, as I grew older, I moved to the United States. Unsurprisingly, a game about ancient Chinese history was nonexistent in the West, and no one read or spoke Chinese in order to be able to play the game. Furthermore, there was nothing in the United States that really gave me the same experience. So for a long time, I wanted to take the rough concept of Legends of the Three Kingdoms and make an interesting, fun-to-play game that was unique to the card game genre of the West.
While I had made a couple of small concepts in paper and pencil since 2017, I hadn't really put the gameplay focus in mind until New Year's Day, 2021. After an intense night at a New Year's Eve party, I decided to take out the paper and pencil to create a fun-to-play card game using a standard 52-card poker deck. The concept was very similar to the current state of the game: choose a champion with a specific set of abilities, use cards to attack and defend, and use the synergy of card-playing and your champion's abilities to destroy your opponents. All I needed were willing beta-testers willing to devote their time to a homemade card game.
I thought my friends would like it. To be fair, some did. Others disliked the fact that I had used their valuable time of scrolling through TikTok in their garage to play a lower-budget card game with friends. What I had hoped to create was a game that would be entertaining in any scenario, even when just hanging out with friends. What actually happened, was the destruction of our friendships.
I knew that the game had the potential to be a genuine experience. Despite what my "friends" did, I knew the game could be seriously fun with the right people. The criticism was never on the gameplay. I just had to find better people to test the game with, (and better people to be friends with).
So I set out a goal to turn a concept of a game into a fun and challenging experience for the card-game genre. I started playing Hearthstone to study the game design and gameplay aspects of other popular card games. It was an interesting experience, especially considering that I had never played a card game where you could summon minions that did their bidding for you. The minions didn't really click for my game idea, but I knew Hearthstone was going to be another big inspiration for my game. So I studied Hearthstone's campaigns, gameplay ideas, and cards (and their abilities).
Then I took to learning how to create my very own video game. Around the same time, I was programming in Java for making Minecraft mods, so I had some experience in coding and how it generally worked. But it hit me, making a video game from scratch was going to be difficult. I searched through the web, watching Brackeys videos on how to make a video game with Unity, and clicking through W3Schools and StackOverflow on how specific code works and how everything worked together.
When I first started the Unity project for this card game, I felt very demoralized and lost. There was so much to the program, and I knew so little. It was like trying to operate an airplane without any training. I knew I was bound to crash, and I didn't think I was going to succeed.
I showed the first prototype to one of my friends that didn't dislike the early concepts of the game. Although there were tons of bugs and the game looked like trash, he said he would play it and looked interesting in winning against the terrible AI I had made for the opponent. Later, I showed my parents a slightly refined version of the prototype, and they actually looked slightly happy (which had never happened before, shocking). The game was extremely sketched, but it was a start.
Over an on-off period of working on the game, I had finally made the first beta version of the game. It was still by no means close to my vision of the final game, but I had done it: I created a card game that works. Around this time, I was also entering high school. It was around October 2021, when I finally had the courage to show beta-1.3 to one of my friends that I met at the start of the year. The game had a few bugs (as it should), but he said he genuinely found it interesting and he looked forward to playing it again. He showed a couple of his other friends, and they also saw potential in the game. My other close friends would occasionally come up to me and ask me about the game, and it meant a lot to me, even if it was a small gesture to show that people cared.
I felt revitalized. This made me realize that the game really had potential, despite its rocky beginnings and the tearing of my old friendships. So I continued working on the game. Iteration after iteration, bug after bug, feature after feature. It's my hope that whoever found this game enjoyed it, and if not, to give suggestions on improvements to aspects of the game for me to remedy. It's my vision that this is a genuinely enjoyable experience, free of the touch of big companies and their crazed pursuit for profit. I want to thank those who have supported the game through its development, and I want to thank you for finding this game.
Enjoy!
Status | On hold |
Platforms | Windows |
Author | spxctreofficial |
Genre | Card Game, Role Playing |
Made with | Adobe Illustrator, Adobe Photoshop, Unity |
Tags | 2D, Unity |
Code license | GNU General Public License v3.0 (GPL) |
Average session | A few minutes |
Languages | English |
Inputs | Keyboard, Mouse |
Download
Click download now to get access to the following files:
Development log
- I'm back!May 27, 2022
- just a small update lolApr 18, 2022
Comments
Log in with itch.io to leave a comment.
wow terrible game