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KIR_KOS

@KIR_KOS

Joined July 12th, 2026

  • 20Devlogs
  • 1Projects
  • 1Ships
  • 18Votes
NOT a moron!
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Board-Like

Board-Like is a 2-4 player roguelike videogame where you compete with your friends to get the biggest level in a set amount of rounds.

Here’s a quick description of the game loop:

-Players throw dice and step on tiles giving buffs/debuffs on quick 1-3 minute rounds.

  • They can save, sacrifice, sell their levels in orded to sabotage other players or gain more levels in the long run thanks to active cards, tiles and passive power-ups gained by the winner of the last round.

  • After a set amount of rounds(5-20), the winner is the player with the highest level.

Board-like is fun because of how many combinations you can have with multiple cards, tiles, power-ups and round modifiers making every game you play unique and interesting!

You can try it out here: https://kir-kos.itch.io/board-like

  • 20 devlogs
  • 52h
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3h 5m 18s logged

Devlog #17 - Last before shipping


Hey there! No updates for a while, i decided to fix last bugs and add a bit of QoL features brefore shipping.
I have been doing this for almost 2 weeks so i don’t really remember everything i did, this devlog will probably not be full.


Changelog

Added:

  • New tile: Inverted shop. You can sell your items for levels

  • Players can now set their nicknames, icons and colors before starting the game

  • An option to go back to main menu after finishing a game instead of being softlocked on the scoreboard scene

  • More back buttons instead of ESCAPE to improve itch.io QoL

Changed:

  • Main menu background changed to an original one instead of the one i donwloaded from the internet

  • Music now plays in all scenes

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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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