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A jam submission

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A roguelike deckbuilder where you run a tech company, but every sprint is decided on a slot machine.
Submitted by Caipora Studio (@Jonasqueiroga) — 7 hours, 1 minute before the deadline
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Results

CriteriaRankScore*Raw Score
Controls / UI#243.8573.857
Art / Graphics#464.0004.000
Sound/Music#1063.2863.286
Overall Fun#1333.1433.143

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Ai Usage

Human made

Genre

Strategy

Turn-based | Card Games | RTS | 4X

Rating

Family Friendly

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Comments

Jam Host(+1)

Hey! With FQ9 ending soon, I wanted to let you know that I won't be able to cover your game until after the event. If you're okay with waiting, just keep the game on the event and I'll be getting around to it over the next couple of months or so. :)

Developer

Hey, for sure :) I am planning a big upgrade to the build, based on the feedback I received so far. So it will be great to have you playing the game in the future!

Submitted(+1)

Really like this idea and I played this for a really good amount of time. Effects and when/how they would trigger was a little unclear to me, I think when you spin the wheel you get a chance to have several different effects go off based on character you picked and powerups you've earned. A little better explanation on this would go a long way. I still did really enjoy the game and felt like the decisions I made had weight. The challenge of picking employees based on how much it would distract from your salary was a really good idea. Controls worked well, art looked good and sound design was really good. Great job!

Developer

Thank you so much for the feedback! This really motivates me to keep working on this project. You are right in your assumption about how the game works, but explaining it better to the player is something I am thinking about.

Submitted (2 edits) (+1)

I played this for way too long unfortunately a bug ended my longer run:

I could only grab this poor screenshot because of the size of the window, hopefully that's the most important part.
EDIT: it seems the image only shows in the comment editor it says:
ERROR in action number 1 of Step Event0 for object oSlotMachine: Variable <unkown_object>.role (103393, -2147483648) cannot be resolved at gml_Script_MiniSlot_Get_Preview at gml_Script_Result_Check_Combo_Simple

As a SWE, I really had fun with this game, fun theme and it's well made, good tutorial, good UI, I like the animation with the hacks.
I think for improvements it's mainly about having more effects, maybe improving feedback of what the different things do too cause I find it not 100% clear what effects triggered and were affected by which bonuses, it's good you already have animations that show the effects but I think you should stack them in a temporary counter until everything played and then apply it to the whole bar. Maybe it could be like a tally to really show each thing applied, not sure if that's a good idea but yeah I would explore ways to make it more juicy and clearer how everything influences a play.

Another thing would be to let players order their cards since many cards affect the bonuses of others, I think it'd be interesting to let you set the order in which they go

Developer

I am sorry about that. Do you remember what happened before that bug?

The idea of stacking the effects sounds interesting. I was also thinking of playing with it, at least to try it out and test it.

And you can order the cards! But it is not an intuitive mechanic. I am working to make this part better for the next path!

Submitted(+1)

I don't remember but it was after rolling all 3 and it was doing the effects part.

And yeah I saw the order watching someone play after but completely missed it so you'd want to teach it in tutorial since it seems important.

Developer

This already gives me some hints, thanks! I will take a look on those two points :)

Submitted(+1)

I think this game is really polished! I really like the theming of everything. From hacking the machine for buffs and upgrading cards being more senior employees! This very much reminds me of Balatro but I think it can stand apart from the crowd. That being said, the UI can get a little confusing. The comments "//" being the favor text is a really fun idea I think you should keep but I think a little messy the way it is now. This having more stats than something like Balatro, I do feel that you must really make the UI clear. It took me a couple of nodes to really get a hang of the gameplay. Balatro has 1 number to beat, this game has like 2 meters, the bug counter, and slot %. 

I will say I mostly picked the cards base on what they did, planning/debugging/merg, I did not really look at the % chance at all. I think it was just too much for me at first to care then the percentages mattered less than just having the correct types in the deck.
 
The mechanic skill check of stopping the slots was something that popped out at me. I do not understand why this skill check exist in a planning/strategy game about manipulating the odds. Although I did pick the upgrade that slowed down the slots, so maybe you have more planned then I realized.

I did notice some build variations in the design and I think that is really fun. I did not get to spec too far into this but it seems there is a bug build? As in, converting bugs into progress? That idea seemed really funny to me while playing. Although I defaulted to using the strategy of managers planning to set up buffs into cheap vibe coders for production (topical? lol.).

Developer

Thanks for the feedback! Stopping the slots was something that I tested, but I am removing it in the next path; I fully agree with you there. And yes, you could have a bug build :D

Submitted(+1)

Did reflects the situations of technique companys like roll the slot machine,, fun to play haha... 

Developer

I am happy you had a good time :)

Submitted(+1)

I had trouble with understanding the game at first. But i seemed to figure it out. i think it introduces so many things to the player at once it feels overwhelming. 

In my opinion i think the deck size should be reduced a bit. and the mechanics introduced at a smoother pace to ease the player into the gameplay. 

 I didn't really understand the customer mechanic, the global thing or the coin thing all too well. 

I got to the boss and died cause my coins were sucked away by the wine modifier thing. and it feels pretty luck based, or can you actually time the slot machine to get what you want. 

 I think it would be better with more game events, tiles and a more straight forward gameplay system. of course this is just the Demo so I'm think asking a bit too much. 

 This is just my experience though so don't take anything too seriously. i don't really play deck builders all that much. A pretty Solid game overall😍💕🥰.

Developer(+1)

Thank you so much for the feedback :) It is super helpful for the development of the final game!

There are a couple of points that I am already planning for the next build; one of those is to remove the stop button so people really focus more on the percentage values in the tooltip to think strategically (also working on designs for better tooltips).

The global symbols are symbols that can appear no matter what card you select; there is a button where you can check those, but people are not noticing it.

Overall, I think that the game will need a dedicated tutorial level to introduce the mechanics more slowly. And more game events are on my plans too! :)