Play Riskcuit
Riskcuit's itch.io pageResults
| 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
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Comments
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! :)
Thanks for your kind words. The extra features you are proposing are definitely coming in a full release of the game! Build your bag, extra classes, class specific tokens and encounters! Thanks you for playing my game and for leaving a comment!
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!
It was complicated for me but I still think that's what the topic is about so I think it's a good job.
Thanks you for playing! Hope you had some fun regardless of the complicatedness. If I release a full version I will make sure to add a proper tutorial!
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!
I really enjoyed the risk-based battle mechanics, and it was simple enough for me to catch on quickly. I saw your game had the same name as the one my team did so I decided to check it out real quick :D. The medieval theme is groovy too!
Here I was thinking I was original! Thank you so much for feedback and playing my game!
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.
You are completely right, it also depends a bit which character you choose I think. A tutorial was planned but didn't make the cut for the submission unfortunately. Thanks for playing an the feedback!
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!