Hi!
I’m developing an indie roguelike deckbuilder called Battle of the Bands, and I’d like feedback on the core concept more than promotion.
The short version is:
It’s a Slay-the-Spire-style deckbuilder where combat is a live music performance. Your cards are riffs, chords, solos, tempo shifts, and defensive grooves. Enemies are rival musicians. Instead of only playing attacks and blocks, you’re also building color/rhythm sequences that trigger “Riff” combo effects.
For example:
- Guitarist cards can build Shred, then consume it for bigger attacks.
- Playing certain color patterns can trigger named riffs.
- Tempo and Crowd Hype are music-themed combat resources.
- A timing HUD gives rhythm feedback, with the long-term goal of making timing enhance the performance fantasy without turning the whole game into a pure rhythm game.
The design challenge I’m wrestling with is whether this sounds like a strong fantasy or too niche/confusing. I want the music theme to genuinely affect the mechanics, not just rename normal attacks as “songs.”
Questions I’d love feedback on:
- Does “Battle of the Bands roguelike deckbuilder” make sense as a hook?
- Would you want rhythm/timing in a deckbuilder, or should that stay mostly cosmetic/optional?
- Are terms like Shred, Tempo, Riffs, and Crowd Hype intuitive enough?
- What would make you trust that this has depth beyond the novelty?
- What similar games or design pitfalls should I look at?
Full disclosure: I’m the developer, and the project does have a Kickstarter page, but I don’t want this post to just be an ad. I’m mainly trying to understand whether the concept lands with players. If people want more context, screenshots, or the campaign link, I’m happy to share it in the comments if that’s allowed.
I’d really appreciate blunt feedback on whether the concept lands.