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Looking for first-time players — does my poker roguelite explain itself clearly enough?

A topic by CanolioGames created 5 days ago Views: 178 Replies: 8
Viewing posts 1 to 4

Hi! I'm developing MOCKED, a poker roguelite where poker hands are used as attacks and enemies you fail to kill stay on the bench between hands.

I've spent the last week rebuilding a lot of the first-time-player experience after getting feedback that the underlying systems were interesting, but sometimes difficult to read.

I now have a short browser version that contains the tutorial + first phase, so it can be tested without downloading anything.

I'm specifically looking for feedback on:

  • At what point did the basic combat make sense?
  • Was there anything the tutorial explained too early or too late?
  • Did you understand what Diamonds, Hearts, Spades and Clubs were doing?
  • Did any animation/effect make it harder to understand what happened?
  • Was there a moment where you started seeing a possible strategy/build?

Play in browser: https://canoliogames.itch.io/mocked

Even 10–15 minutes of first-time-player feedback would be really useful.

I'll also try to play and leave feedback on some other projects here :^)

(+1)

I realized how the game worked (mostly) during the third attempt.  At first I didn't understood the concept of the enemies, I didn't see them when they were mentioned and it clicked only later when part of my hand wandered to the enemy side.  I also didn't see the significance of diamonds, hearts etc. The only information came with one short text by the dealer, were at first I wasn't sure if it was tutorial or just talking. The  text said diamonds have an edge, I have no idea what that means. Then the text says I should discard (I think) spades and clubs but doesn't tell me why.  The animation after playing the hand is quick and satisfying but I don't fully understand what happens with all the damage numbers. Maybe the firs played hand should have more of an explanation what actually happens, maybe stopping the animation to explain why you get points/damage and so on. I also didn't get how my points correlated to the damage at the bottom. I also may encountered a bug, I had a 10, j, q, k and spade in my (4 diamonds and one other I think) hand but when all selected it said I have a flush(different colors in hand btw) not a street. When I removed a card it became a street.

Thanks for the detailed feedback. It helped me see that the tutorial was moving too quickly and wasn’t clearly connecting your actions to their results.

I’ve updated it to explicitly introduce itself as a tutorial, identify Spades and Clubs as enemies, and explain what Diamonds and Hearts do. Instructions stay visible while you decide, visual highlights guide your attention, and explanations wait until the hand has finished resolving so you have time to see what happened. It also clarifies Weapon × Mult and the difference between damage and score.

Your Straight/Flush example exposed an unintuitive rule. Straights now require four or five consecutive ranks, allow an extra card without breaking the sequence, and take priority over Flush.

I’d love to hear whether the updated version makes the first attempt clearer :-)

(+1)

Way better. The concept and goal becomes easier to grasp. I played a few more rounds to see if some of my other questions/problems would answer themself while playing. And they did. Seeing the animations a few time made more clear how the damage calculates, that you get damage when healing at full life etc.

Overall I like your spin on Balatro. Especially the boss battle was cool (He kicked my ass) I probably will check further updates

(+1)

Ahh, that's really great to hear! I'm especially happy that things started making more sense naturally as you kept playing. That's exactly what I was hoping for with the tutorial changes.

And hahaha, the boss got you 😭 Thanks a ton for giving it another try and for taking the time to come back with feedback. It genuinely helped improve the game!

(+1)

On the second run I understood the enemies - I think making them appear slightly larger might help. The font is a little hard to make out on some numbers but other than that it felt really good, honestly.  You've got a fantastically interesting game!  I found strategy a little difficult but with it just being the first level it didn't feel like much was too possible, but I'll definitely feedback when there is more to play as this was really fun!

Hope this helps!

Thank you so much for playing and taking the time to write this! :)

It's really helpful to know that the enemies only clicked during your second run. I'll take another look at their size and how clearly they stand out on the table, along with the readability of some of the numbers.

And I'm really glad you enjoyed it! The browser version is actually just the tutorial and first phase, but there's a longer downloadable demo on the same page with more phases, relics and a boss if you'd like to keep playing.

Thanks again, this kind of feedback helps a lot! ❤️

Played the web version. It took until around round three or four to realize that Spades and Clubs play a double role: they’re the enemies, but they also carry the attack. Diamonds and Hearts were much easier to grasp.
Because of how the mechanics work, after a couple of tries, I kept Chrome’s Gemini open alongside the game as a way to double-check the rules.
The design is clever: running the whole game flow on a single deck of playing cards is a really interesting idea.

A clearer explanation of the numbers would help, if possible. For example, it isn’t obvious why player attack, enemy attack, and healing stats grow so much, or how much each special hand (Pair, Full House, Flush, and so on) adds.

On the web version, for players outside English-speaking regions: if the browser language isn’t English, the game seems to default to Spanish. A language option in the web trial would be a nice addition.

Thanks for playing and for the detailed feedback! The confusion around Spades and Clubs was especially useful to hear.

I’ve just prepared a small update that makes the tutorial clearer: they’re enemies, and playing them attacks them using Weapon × Mult. The hand tracker also now shows each poker hand’s current bonuses and how they grow at the next level.

I fixed the web trial’s language fallback too: unsupported or missing browser languages now default to English instead of Spanish.

There’s still room to make the numbers easier to understand, but I’m keeping the interface compact and improving the explanations where they’re most useful. Thanks again—it’s encouraging to hear that the single-deck design clicked with you! :D