It's a very good time killing game. The pixel art looks good, althought some interactive objects on map would be better if it looks more "pop". With more content, i think it can grow to a full product for the market.
For example, you can add more dungeon varients (physical resist, magic resist, enviroment damage, broken slot, etc), and character equipments that can customize the slot machine mechanic, or adjust/lock the slot combination.
It's actually pretty impressive that you've made such in-depth and complicated mechanics in 1 month :0 That must be a lot of planning and design to balance different aspects of it, and it makes me think of balatro, which I just finished recently. I wonder how did you handle the randomness in the game and how did you try to balance everything (because apparently it's not completely random?). The slot machine effect is pretty satisfying (omg I love gambling jkjk). Although I'd say at first I was quite comfused about what I could do besides pulling the lever and hope for the best. I had little idea of how much the bet would affect the outcome, and I felt like I had little power over it besides leaving it entirely to fate . I think it gets better when I can go to the campsite and choose different paths, and when I started to get some items, which made me feel like I have a little bit more control over it. I feel like this game requires some more polishing and tweaking but it has potential. I wish this can be further developed in the future :D
Thank you! As other ppl point out balancing is a major issue for this game jam.
For the randomness, its not wholely random but base what your current discovery level is plus how much you win in the slot that hit any purple symbols. It always return an item to you, just with a degree of rarity base on an logistic functions, breaking item into 3 catergories.
The game mechanic is very satisfying. I really like the visual effects of the game! And the attention to detail in the campsite is nice. I agree with the comment below about not knowing we have to equip equipments for them to work. It's impressive you guys manage to create mechanics with quite a lot of depth, having to consider how much we're betting, selling or buying equipment at alters, what to upgrade in the campsite, which paths to choose, etc. I think this game will be better with some further balancing. As when I choose faith I basically get infinite free spins, as I'd get 10 more free spins before I used up all the free spins. Similarly I find the discovery path filling up my inventory extremely quickly. I think it will be more satisfying if these paths are less overpowered. Other than that, I think the mechanics are quite fun and it's fun that faith, discovery, wisdom and strength all gives you quite unique play throughs.
Thank you. Glad you like the mechanics. We really benefitted from trucated development cycle and having our core gameplay and mechanics planned out before we even write the first line of code. Which we benefitted a lot as we tweak the game here and there the game just fits itself right in naturally.
Yes balancing is the core issue and we should have work more on tweaking it.
The game is very fun and not quite fun because getting big rolls feels great,but there are not much things you can do in combat aide from pulling the slot and praying something happens.
Selecting faith at the cave altar is very strongk because it prevents you from killing yourself due to bad rolls that will happens a lot lol
There should also be some kind of tutorial telling the player that you need to equip equipments for them to work.
The items also do not tell the player how much stat do they actually provide.
Comments
It's a very good time killing game. The pixel art looks good, althought some interactive objects on map would be better if it looks more "pop". With more content, i think it can grow to a full product for the market.
For example, you can add more dungeon varients (physical resist, magic resist, enviroment damage, broken slot, etc), and character equipments that can customize the slot machine mechanic, or adjust/lock the slot combination.
Looking forward.
Thank you for your reply, glad you like it!
On retrospect the game did lacks the feeling of truely interactiveness, maybe we need more visual and sfx feedback.
It's actually pretty impressive that you've made such in-depth and complicated mechanics in 1 month :0 That must be a lot of planning and design to balance different aspects of it, and it makes me think of balatro, which I just finished recently. I wonder how did you handle the randomness in the game and how did you try to balance everything (because apparently it's not completely random?). The slot machine effect is pretty satisfying
(omg I love gambling jkjk). Although I'd say at first I was quite comfused about what I could do besides pulling the lever and hope for the best. I had little idea of how much the bet would affect the outcome, and I felt like I had little power over it besides leaving it entirely to fate . I think it gets better when I can go to the campsite and choose different paths, and when I started to get some items, which made me feel like I have a little bit more control over it. I feel like this game requires some more polishing and tweaking but it has potential. I wish this can be further developed in the future :DThank you! As other ppl point out balancing is a major issue for this game jam.
For the randomness, its not wholely random but base what your current discovery level is plus how much you win in the slot that hit any purple symbols. It always return an item to you, just with a degree of rarity base on an logistic functions, breaking item into 3 catergories.
The game mechanic is very satisfying. I really like the visual effects of the game! And the attention to detail in the campsite is nice. I agree with the comment below about not knowing we have to equip equipments for them to work. It's impressive you guys manage to create mechanics with quite a lot of depth, having to consider how much we're betting, selling or buying equipment at alters, what to upgrade in the campsite, which paths to choose, etc. I think this game will be better with some further balancing. As when I choose faith I basically get infinite free spins, as I'd get 10 more free spins before I used up all the free spins. Similarly I find the discovery path filling up my inventory extremely quickly. I think it will be more satisfying if these paths are less overpowered. Other than that, I think the mechanics are quite fun and it's fun that faith, discovery, wisdom and strength all gives you quite unique play throughs.
Thank you. Glad you like the mechanics. We really benefitted from trucated development cycle and having our core gameplay and mechanics planned out before we even write the first line of code. Which we benefitted a lot as we tweak the game here and there the game just fits itself right in naturally.
Yes balancing is the core issue and we should have work more on tweaking it.
The art is very great
The game is very fun and not quite fun because getting big rolls feels great,but there are not much things you can do in combat aide from pulling the slot and praying something happens.
Selecting faith at the cave altar is very strongk because it prevents you from killing yourself due to bad rolls that will happens a lot lol
There should also be some kind of tutorial telling the player that you need to equip equipments for them to work.
The items also do not tell the player how much stat do they actually provide.
The SFXs are very nice but there is no music.