Very creative idea, I had fun creating the deck (without the mandatory self-stab :( ). I didn't like that there are a lot of turn of doing nothing for me and the enemies. If the game had some more consitent battle format it would be great. The gambling spinnig format is a cool idea but I should be able to do something every turn. I would really like to able to move the camera because sometimes i couldn't use my skills on enemies hidden behind the enviroment. If you would develop the game more I would definitely play it. The music was awesome! Organs in menu and background music in game set up the mood nicely. It is an interesting spin on the turn based games genre ;)
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Gamble Quest's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #2179 | 2.316 | 2.889 |
| Creativity & Theme | #2645 | 2.405 | 3.000 |
| Visuals | #2756 | 2.138 | 2.667 |
| Overall | #2827 | 2.156 | 2.689 |
| Enjoyment | #2838 | 1.960 | 2.444 |
| Seriousness | #3162 | 1.960 | 2.444 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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I can see the vision and it's a really interesting idea on paper, but I'm afraid in practice it ends up more tedious and annoying than fun when you and the enemy keep rolling useless abilities and you're stuck doing nothing. The deck system is really cool and I like that you can influence the chance to roll what you want, but unfortunately it wasn't enough to combat the randomness. I think the game would've highly benefitted from some form of karmic rolls, for example increasing the chance to roll a heal when your health is low or to roll an attack when you're close to an enemy. I really want to like this game and I think it could be turned into something really fun if the player had more tools to control the situation.
There are interesting ideas here, and I think it's a solid a/v experience, I just think the gambling needs to be streamlined.
If there was a way to speed up the enemy turns it would really help. There's just nothing to do during the enemy turns, so you're just waiting impotently.
It would also help if there was some kind of pity system in your own spins, since as it stands it is entirely possible to just never land on something useful, which makes the actions feel very arbitrary in an unsatisfying way.
Interesting idea to mix deck building with gamba,
Although I feel like the encounters go on for far too long. Maybe if kills grant you another spin to incentivize killing and speeding up encounters (might already do this but if so, there is not enough feedback that kills reward you in this way) Also getting an physical attacking move that requires mana but not having enough for it felt very bad and didn’t help with the very slow pace. If you wanna keep mana perhaps having a reduced damage/effect if you don’t have the required mana?
That being said a faster paced version of this is something I could see being very fun and engaging for multiple levels and be worth exploring further if it’s something your interested in working on more! Also would be cool to see AOE attacks or something like a lighting spell the can chain off multiple enemies!!


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