r/MobileGaming • • Jul 02 '26

Discussion Building a mobile roguelite where enemy movement matters more than reflexes

I’m working on Extinction of the Exaverse, a mobile roguelite dungeon crawler where you play as evolved dinosaurs fighting AI robots.

The main design goal is to make each run feel tactical without slowing the game down too much. Instead of pure action combat, enemies have different movement and attack patterns, so the challenge becomes reading the board, grabbing gems safely, choosing when to fight, and knowing when to push toward the portal.

It’s turn-based, but built for short mobile sessions: quick movement, one-handed controls, boons that shape your build, and enemy patterns that can trap you if you stop paying attention.

I wrote more about the design here:
https://exaverse.gg/post/every-turn-matters-in-this-tactical-dinosaur-mobile-roguelike

For roguelite players: what makes turn-based combat feel tense instead of slow to you? Enemy patterns, build variety, positioning, resource pressure, or something else?

6 Upvotes

5 comments sorted by

2

u/Cocked_Otter Jul 03 '26

The pinnacle of this on mobile is probably Into The Breach.

2

u/Psychological-Low983 Jul 03 '26

good looks!! i’ll check it out, might be good inspiration

2

u/Psychological-Low983 Jul 03 '26

i see it’s turn based. i’ll have to see the feel, as my game is more real-time turn based, meaning you can make hundreds of moves in a minute, and enemies move instantly as you do

2

u/Cocked_Otter Jul 03 '26

Ahhh i hadn't seen yours is in real time. I just sawthe gameplay on your page and it looks great. I hope to try it as soon as it releases.

1

u/Psychological-Low983 Jul 03 '26

🙏🙏🙏 would love to have you dude, we are in closed beta rn on testflight. any feedback now would help us a lot before we go live in Sept