⚔️ Collect. Train. Battle.

Dive into the weird and wonderful world of AI-generated Llamas.


Llama Legends blends the thrill of Gacha pack openings with relaxing Idle mechanics and adds a deep layer of RPG strategy in the overhauled 5v5 arena battle mode. Whether you have 5 minutes or 5 hours, there is always a new Llama waiting to be discovered.

Your goal has evolved: Collect coins, rip open packs to complete your album, and build the ultimate team to conquer the Arena!


🔥 SEASON 2 & ARENA OVERHAUL (v3.2.0)

The biggest update yet has arrived! We have doubled the fun and completely reworked combat:

  • ⚔️ Arena 2.0 (Active Time Battles): No more static turns! Combat is now dynamic based on SPD stats. Time your attacks and master the flow of battle.
  • 🔄 Tag-Team Combat: The action never stops! When a Llama gets K.O.'d, the next fighter in your 5-stack immediately jumps into the fray.
  • ⚙️ Deep Strategy: Equipment stats now scale by percentage, the Glory Shop offers Re-Rolls, and Healing is always available.

✨ CURRENT COLLECTIONS ✨

Over 300+ cards are waiting for you across four unique sets:

  • 🆕 Season 2 (NEW): The latest and greatest. 100 brand new cards with fresh designs.
  • 🦙 Season 1: The "Base Set" featuring 100 unique, general, and wacky llamas to start your journey.
  • ⚔️ Llama Wars: A sci-fi parody collection with 50 cards inspired by a galaxy far, far away.
  • 🍿 Hollywool Collection: Roll out the red carpet! Collect 50 cards inspired by famous blockbuster movies and cinema culture.

🛠️ FEATURES

  • 💸 100% Free to Play: No pay-to-win. Everything can be achieved through gameplay.
  • 💤 Idle & Active Play: Let your llamas earn coins while you sleep, or actively battle for faster progression.
  • 📈 RPG Progression: Level up your cards, unlock "Limit Breaks" to exceed level caps.
  • 📱 Cross-Platform: Optimized for both Desktop and Mobile browsers.
  • 💾 Cloud Save: Login via Email or Google to save your progress and play anywhere.

🤖 About the Art & Development

Llama Legends is a solo-developer passion project. To create such a vast amount of content (300+ unique cards) with zero budget, all card artwork is AI-generated.

This approach allows the game to remain completely free for everyone while enabling rapid updates with new, creative themes inspired by pop culture. I hope you enjoy the quirky results as much as I enjoyed curating them!

Ready to find your favorite Llama?

Development log

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Comments

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(+1)

UI/UX feels quite polished, well done. I like the Arena battles, they have the most game mechanics (still not much, but at least you have to make decisions what to buy with a limited budget). Would love to see more options there.

Thank you for your feedback!

Yeah I will shift my focus now more to the arena, enhancing the gameplay, aswell as releasing new card series and adding more things to the "golden wool" shop.

What is the purpose of the different card series? Is it just to spend coins? I am not into incremental games, because they don't have any interesting decisions. But the arena seems to be something where I, as a player, have agency. The basic decision seems to be: Buy now or later. This could be something to built upon.

The different card series are there, because in first line it's a card collecting game. And I'm playing with the idea to make older packs more expensive, when I add new ones.

The arena is a gameplay gimmick I came up with,  because I like roguelite games and I wanted to make the cards have atleast some use and to increase the coin gain. 

And I still see some flaws and room for improvement with the arena mode, like I think I might change the attack / defend order, to not let your first llama do all the heavy lifting and to make the decision between buying equipment and potions a bit more difficult.

Collecting the cards feels bland, you just click "buy 100" until you have the card. If you run out of money, you wait until enough money has accumulated. Having goals like "have all cards with a rating of 10" does not make it more interesting, it is just more waiting.

Arena: I played 100 levels (using an exploit, but that's not the point). From a design perspective, the arena needs fundamental change. Any good game - except reaction games - is about interesting decisions. Or in thee words: Incentivizing interesting behavior (https://www.boardgameauthority.com/gil-hova-game-design-theory-self-publishing-s...)

In the arena, there is only one interesting decision: Buy an item now or wait until something better comes along.
But this decision usually doesn't exist, because most of the time the items offered are useless (e.g. extremely weak items, like stones when I have lasers,, 2x heal 100%, item with +1% Crit).

So make the items offered more useful, then the player will always face the decision to buy now or save up to buy something even better.

Healing option should be available all the time, as it's a no brainer to heal. Just an expensive full heal option is enough, as the interesting behavior would be to risk death, to save on healing cost. 

The initiative and the crit chance increase should be incorporated into other items, then you will have more interesting decisions which items to use (e.g. heavy armor gives good protection, but decreases initiative; small dagger does little base damage but increases crit & initiative).

If all your characters would attack (and get hit), raising initiative and managing health would be more interesting. 

In general, I strongly recommend to change the design perspective from incremental (repetitive, no-brainer) to decision-based (choice, tradeoffs, incentives, impact -> player agency). Look at all your systems with that "lens", and think about how you could introduce interesting decisions.

 

Hey there! First off, thank you so much again for taking the time to write such detailed and constructive feedback. I really appreciate looking at the game through that specific design lens (great article link, by the way!).

I actually took your points regarding the Arena and "interesting decisions" and used them as a foundation for the major update that just went live (v3.2.0).

Here is what I changed based on your input:

  1. Healing: You were absolutely right. Healing is now always available in the shop with fixed prices. You now have to decide: Do I spend Glory to heal, or risk it for better loot?
  2. Item Choices & Trade-offs: I overhauled the equipment system. Stats are now percentage-based (scaling with your Llama), and I added items that offer strong positive effects but come with negative side effects to create those trade-offs you mentioned.
  3. Shop RNG: To prevent the "useless items" frustration, I added a Re-Roll function to the shop. Re-Reolling will be only available if you haven't bought an equipment yet and every re-roll will increase in price, making the decision harder when to buy.
  4. Combat Flow: The turn-based system is gone. I switched to an Active Time Battle (ATB) system where SPD/Initiative creates the action order, making that stat much more valuable. Also, we now have a Tag-Team system where your other llamas jump in immediately, even when an enemy llama gets KO'd, to create a "cycle" of llamas.

I hope these changes bring the strategic depth you were looking for. I'd love to hear what you think of the new Arena!

(+3)(-4)

Skipping this one specifically because of AI

(2 edits) (+2)(-1)

I can understand and respect your decision.

But since I do this just as a hobby as a solo-dev, with zero-budget and while having a full-time job, using AI is the only way for me, to create and run a free gacha/card collecting game, with unique looking artworks.

My personal view on this topic is, as long as it's free, it shouldn't be a matter.

(+2)(-1)

Happy to see that you accept that this will be happening, and the reason is your decision alone

(+3)(-2)

Don't let yourself get bullied by these people. Use whatever tools (AI or not) you want and don't get discouraged from doing non-free games with AI.

Most of the people complaining about AI art are using AI at work (or school) themselves.

(+1)(-1)

Thank you for your comment!

I won't get comments like these discourage me, don't worry! :)

I'm currently working on a bigger update for this game, which will come out when the christmas event ends.

(+3)(-1)

If enough money is raised will it be possible for the game to get human made art?

(1 edit) (+2)(-1)

I'm not sure, because of licensing and stuff.

For me, using AI is the only way to create a game with this much content (200+ unique cards) as a solo dev with zero budget, which allows me to keep the game 100% free and release updates quickly and to generate artwork inspired by popculture.

I do it just for the fun of it and I fear the second I earn money from it and invest money into it, it would become too professional.

(+2)(-1)

that’s understandable i was wondering since do to the fact that the goofy llamas are part of the game’s charm I thought the ai might affect people’s enjoyment, but for what you’re trying to accomplish it might be the best idea to stick with a.i. Thank you for being upfront about it though in the game description not ever game is willing to be honest about using a.i and this allows those who actually have a problem with the art to go away before they’re meet with an unpleasant surprise.

Thank you for being so understanding!

I'll try to be as transparent about my intentions as possible. I don't plan to do this full-time, since I have a full-time job as a SWE and do this just as a hobby, hoping that I might bring joy to a few people. :)