
Slotbound
A downloadable game for Windows and Linux
Slotbound is a slot-building roguelite defense game where every spin can change your army.
Spin the slot machine to summon units, absorb them to grow stronger, choose upgrades, and survive waves of enemies. Each run is about deciding when to spend more gold, when to stop spinning, and how to turn random results into a working battle plan.
Wishlist Slotbound on Steam
Current version: Playtest demo Features in this build:
- Slot-based unit summoning
- Auto-battler wave defense
- Unit absorption and promotion
- Items, cores, and permanent upgrades
- Stage-based difficulty progression
This is an early playtest build, so feedback is very welcome.
| Updated | 19 days ago |
| Status | In development |
| Platforms | Windows, Linux |
| Rating | Rated 4.9 out of 5 stars (9 total ratings) |
| Author | OptimaArch |
| Genre | Strategy |
| Tags | 2D, Auto Battler, deckbuilding, defense, Pixel Art, Roguelite, Singleplayer, slot-machine |
| Links | Steam |
| AI Disclosure | AI Assisted, Code, Graphics, Sounds |
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Development log
- Slotbound v0.1.8 - Core Bug Fix Update40 days ago
- Slotbound v0.1.7 - Core Rework Update41 days ago
- Slotbound v0.1.6 - Slot Feedback Update44 days ago
- Slotbound v0.1.5 - Fast Forward Update45 days ago






Comments
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your game is so great!
Thank you so much!
Nice game! I played a steam demo and want to share a feedback!
1. I think there are too much things to keep track of and I quite feel overwhelmed: so you have cores which you get each 5 turns and you buy shop boost from shop - two systems for identical reason.
2. Also, it feels like you overengineered the cores - discriptions like "Once per battle, when there are 6+ enemies, all enemies take 5% of current HP (Lv.1)" literally require a C++ compiler in the head to understand. Could be replaced with "All enemies get 5% more damage" for fun-focusing design.
3. I lack the "queue" system for units. So it's sertanly more profitable to keep your battlefield full (5/5), yet you always need new units for absorbtion. So right now the game forces to do spin->absorb, then spin->absorb several small loop during one wave. Would be more convinient to spend all coins in slots -> get lots of units, then disrubute them into battlefield.
4. The art, sound design and idea are quite impresive.
Thank you!
Cool approach to roguelike progression unique luck mechanics
Thank you for playing!
This is awesome for your first game, keep it up!
My feedback:
- Make sure it's possible to get some small upgrades in the upgrade tree in the beginning even if your first few runs are going badly. I had to play 3 or 4 games before I really got the strategy figured out and I couldn't really unlock anything in the upgrade tree to help me out. This could turn beginners away. Luckily, the fun of the game drew me in enough to keep playing.
- I would actually get rid of the timer, but that's more of a preference I guess. For me a strategy game should just give you the time to think about your choices, especially if you play it for the first time. Maybe reserve the timer for special levels or challenges? You as the developer play the game with lots of knowledge, while a new player will need to figure out stuff while on a clock, this is rather stressful.
- The combine mechanic is very cool with the different combinations you can make, however, it felt a bit clunky with the toggle button. Sometimes I would forget its on and get an upgrade pop-up and sometimes I would try to combine and not get the pop-up. Honestly, I don't have a better idea of how to implement it, but just putting it out there. Maybe it could already help if the characters have a minimum spacing from each other. Now I sometimes have to move some characters around to make them visible before I can start dragging to upgrade so I wouldn't upgrade the wrong units. This meant switch to dragging, drag all units to separate them and then switch to upgrade, then drag the unit to the unit I wanted to upgrade, then switch to dragging, then drag all units in combat position again.
Also, noticed you used the awesome unit assets from LyaSeek, which I have been using for a game as well.
Thank you so much for taking the time to write such detailed feedback.
The early upgrade progression point makes a lot of sense. I think I was balancing it too much from my own perspective after already knowing the game, so I can see how new players might feel like they are making no progress if the first few runs go badly. I’ll look into giving players some small early unlocks or rewards sooner.
The combine/absorb mechanic is something I really want to improve too. I’m happy you liked the idea, but I agree that the current toggle can feel clunky. The spacing issue is a good point as well. but for now I can't really think of better idea for now..
And yes, the LyaSeek assets are awesome! Thanks again for playing and for giving such thoughtful feedback!
Played it for a few hours yesterday and the potential is definitly there.
First thing that comes to mind is to expand the soundtrack. The current music loop gets repetitive pretty quick so increasing lenght and variation might be in order.
The mechanics are there and it already seems pretty balanced at this stage so just keep it up I'd say.
I saw you getting some heat on reddit for using AI but I wouldn't let it get to you, you've got enough work as it is as an indie dev and you're not always in a position that you can hire artists.
Keep up the good work!
Thank you so much!
I’m really glad to hear the mechanics and balance already feel solid at this stage. There’s still a lot I want to polish, but feedback like this helps a ton.
And thanks for saying that about the AI stuff too. I know it’s a sensitive topic, but as a solo indie dev making my first game, I’m just trying to use the tools I have and make the best game I can.
Really appreciate the support!
Very fun game, I enjoy playing it a lot.
It'd be nice to add an option to save the run because on hard difficulty runs can take a while and it sucks losing the progress.
I'm already looking forward to the full version, the game is addicting.
I will definitely add the progression save. Thanks for playing!
One thing that could be nice as well is the option to change the game speed, specially when you want to grind. Faster slot animation and faster combat when the option is selected.
This game was actually pretty good it has a lot of potential. Hope to see you keep working on the game.
Thank you so much! I'm really glad you enjoyed it. I'll definitely keep working on the game, improving the balance, polishing the systems, and adding more content. It still has a long way to go, but I will keep update thanks!
Played for around an hour or more and its incredibly addicting! Great job, I'll definelty keep playing :)!
Thanks a lot! I will keep update the game!