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How does the game fit the theme?
Steal Tycoon is a steal-or-no-steal game about making money while continuously checking your allies' and your opponents' trustworthiness.
Your allies and your opponents cannot be trusted and will betray you.
What code and assets did you not make from scratch during the jam (if any)?
Art + music: From Ninja Adventure Asset Pack by Pixel-Boy and AAA
How many people worked on the game?1
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Comments
nice game , i liked the art , it did take a while o know how to play , nonetheless great game
Little rough to get started. Would be fun seeing a game of game theories resolve in front of me as an incremental, alas I never get there because I'm unlucky or just bad at the game :( Played a bit on stream:
Took me a while to get going, but it got there. I like the nodebuster-like skill tree, and the art style of this. I do feel like given a steal-or-no-steal, the best practice is to just hammer steal every time :P Nice job.
Nice and cozy game, nostalgic for my old head.
I am so confused. Can you please explain how the game works? I really want to give it a try.
Of course,
It seems like I really needed to put together a small tutorial :)
I will also add the explanation to the game page.
In this game, you have multiple boards (you start with one), and in each of them there is a game of steal or no steal. You choose which action to take (The score will work like this: (o - opponent, p - you)
o - steal, p - steal => 0
o - steal, p - share => -1
o - share, p - share => 2
o - share, p - steal => 3
and you get coins equal to your score at the end of the rounds)
There is the upgrade skill tree that will help you make more.
And there is the room panel; there you choose which opponent to face and which one to use as your allies (they will click for you but might betray you and steal from you)
To choose, you can view their stats in the rooms panel. They have multiple stats:
chance to steal from the uncollected money at the end of a round, and the money percentage that will be stolen
chance to steal all from the uncollected money at the end of the rounds.
Chance to play random instead of playstyle
Chance to leave (and once they leave, you will just buy a new one).
Thanks, it became so much clear now. Maybe with more visual feedback it may become easier to play. I liked the idea, there were similar TV contest shows. It might be an inspiration for you.
As previous Comment mentioned before, there is a time investment to be made to get the basic rules, which could probably easily explained by a short text or tutorial level. Besides that I really like the UIs, they feel intuitive.
What I'm not sure about, after using the share or steal action, you show a overall countdown in the map. Is that meant as a cooldown for the next action ?
"Strongest" Category (in my opinion): Gameplay / Theme
"Biggest room for growth" Category (in my opinion): Enjoyment
I was a little confused at the start as to how the game worked. Once I figured it out it was really cool. Maybe some kind of natural in game tutorial could do the trick. Overall a fun experience.
Sharing isn’t always the best option. Really liked the idea though, pretty creative and fun to play.