Great concept, I liked the fact that we have to calculate the risk for our turns. I would like to see more progression, like gaining new abilities, polishing our deck of abilities or idead like that to add more replayability.
Good work! :)
| Criteria | Rank | Score* | Raw Score |
| Innovation | #404 | 3.333 | 3.333 |
| Theme | #616 | 3.333 | 3.333 |
| Gameplay | #901 | 2.875 | 2.875 |
| Overall | #989 | 2.903 | 2.903 |
| Enjoyment | #1029 | 2.896 | 2.896 |
| Audio | #1071 | 2.646 | 2.646 |
| Visuals | #1522 | 2.333 | 2.333 |
Ranked from 48 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
You attack by drawing tokens from a bag, draw too many and your turn is lost!
What code and assets did you not make from scratch during the jam (if any)?
I made everything except for the character sprites and enemy sprites which I got from "32rogues by seth"
How many people worked on the game?1
Great concept, I liked the fact that we have to calculate the risk for our turns. I would like to see more progression, like gaining new abilities, polishing our deck of abilities or idead like that to add more replayability.
Good work! :)
I'm not sure if I was missing something, because I see a lot of comments saying it was really hard but I went through like 15 enemies without overheating or going below 17hp..?
Either I missed a big chunk of game or I am the best Riskuit player ever!
It took a minute to figure out how the game worked, but it's a cool system! I like the blackjack-esque risking getting more tokens stuff. I would say a tutorial and some animations for attack, death, etc, just so that someone would know what's going on. My first impulse was spamming out the draw token button until I learned something about what it was doing XD. It's cool!
This token idea for attacking is really neat, love to see it expanded with dragging being added to make attacks feel a little like Joker placement in Balatro! Also got confused when an enemy died, especially if the same type respawned without a death animation. Great lil idea ^_^
you are completely right, the death animations didn’t make the cut. I totally see how that can be confusing when the same enemy spawns, especially when you one shot them. That might be a good mechanic to add indeed. I do feel like to really get this game to the next level there should indeed be something that you can do with the draws. I’m still thinking about what it could be. Thanks for playing and taking the time to leave a comment!
Loved the risk and reward. It's a little bit too hard. maybe, the overheat could give 2 instead of 3 heat tokens.
Thanks for playing, I agree the balance is a bit off. However it is intentional that you would regularly be 'punished' by pushing too hard. Once I develop it further you as a player would get more ways to combat this overheating by building your 'deck/bag'. Thanks for your feedback, it's highly appreciated!
The main battle mechanic is fun and unique. Though, it's a bit hard to understand what's going on inside the game. If there's a tutorial in-game after you select your character, it would be easier for me (who doesn't read the itch.io page) to understand the game better.
I think you got the basic mechanics down and it's fun trying to balance risk/damage. Hope to see you expand and refine this idea further!
I like how you incorporated gambling to a turn-based combat game like this!
I played this quite a bit longer than I expected, took me a minute to get the idea but then once I did, it clicked, it just felt really fun and simple, I think this is a perfect amount of gambling, where you can still succeed if you don't want to play risky, but should you want that extra damage or shield then you may want to see if you can actually get that final token and go for the boosted damage or shield, also the music is really good! Certainly fit the vibe! I can't really give any criticism as it's just a solid entry, well actually I would of liked an end goal or a score to give me an actual reason to keep going. Really great job, I had more fun than I expected!
Really good job! Like a lot of the other people who've commented, I really enjoyed the combat system. It's a really novel and cool idea, and it makes for a really fun game. My first run I chose rogue, and then I think I played for at least 10 minutes straight before stopping to try the other classes. I had a good time, but without some kind of win condition or scaling to enemy damage & health, there doesn't really seem to be an end to game, making it feel a little incomplete. Overall, however, it was really fun and it was a really great game!
Wow, I definitely did not expect anyone to play more than 5 minutes, I almost feel bad for not taking more time to balance and put and endgoal into the game. The enemy encounters are now spawned in at random, but I was thinking to put 'the BAKER' as the final boss to indeed give an endgoal. It was just a jam game, but I am considering to expand it after the jam to make it into a fuller version based on all your feedback. Thanks so much for playing and commenting!
The mechanics in this game is so unique and creative. I love that you designed various starting tokens for each class, make the gameplay feels rich. I chose the old man at first and didn't really understand how to play, but after I replay it and switch to rogue, things became clear and fun. Maybe I'm just not ready to become a cool old man :(
Haha the old man is becoming a community favorite! It was actually my test class but I thought it was funny to keep it in. His years of experience gave him a lot of HP and all his hits are crits! You were right that it actually could confuse the actual intended gameplay though. Thanks for playing and for your feedback!
I really like the concept behind the battle system here. This one could be expanded after the jam to have an increased difficulty curve and potentially higher risk/higher reward. But I think the general idea you have here has a lot of potential
I liked the concept of the going bust as you draw and deciding - should I attack now, or try to boost my attack. I feel that this is a great wee mechanic you've implemented.
Needed a bit more 'reward' through the game. Seeing some enemy attacks reducing your 'bust' level or maybe only allowing you to draw 2 cards or something would be a very simple addition. As you can tell - I am into this simple roguelite mechanic you've got.
Great wee game jam submission - kudos!
Hey thanks for playing my game! You have some great suggestions. The rewards part and the actual building your bag didn't make it in the jam version unfortunately. I was planning to add some more interesting enemies then just plain 'damage dealers'. I had some plan of having them interact with your bag in some way by adding blanks or more heat generators for example. Your suggestions sound like really cool implementations for some boss mechanics! Thanks for taking the time to leave a comment!
Very fun rolling/drawing mechanic! It did seem there was no way to lose if I rolled correctly as the rogue. With more time perhaps consider adding a means of exiting combat to upgrade character and fight stronger monsters.
Very interesting concept altough it need more thought i steamrolled through most enemies with guardian. over all good job
Great take on the theme and well thought out character variation systems. Nice one!
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