I thought I found a bug, turns out it was just an undiagnosed Flush again.
Fun game, pleasing aesthetic. Enough juice. Good sounds. Multiple endings. Gotta admire how the trust theme was implemented as a simple memory mechanic.
Somehow I missed this having an HTML build on first visit.
A poker derivative. When I call (bluff) I would have liked to have seen Abe’s hand, he claimed two pair and I had 2 pair, 2 of which were sixes, but I guess he could have had sixes too. It took a while to figure out the controls, then I realised how to click the dice I had, didn’t try bluffing. The tutorial should be split into “call” and “bluff” as I believe the labelling of “call bluff” lead to my initial confusion. They are in fact two distinct actions. For someone unfamiliar with poker, you will be taken round the back and shot.
Good audio, has a beginning, then loops really seamlessly. Impressive and appropriate use of 3D in a web build. Thanks.
I think the submit button may not work, but the enter key definitely does! Thanks, I’ll put a notice somewhere.
To make the archetypes, I reduced the play style to 5 dimensions. I thought each play style would max one of them out. It became a more nuanced and they each have their branches in the decision logic. They played a terrible game putting all their points in one stat. I compromised the purity of their archetypes.
I did some research (googling). I wanted to get the Gambler Achievement in RDR2 and was basing my knowledge of poker off of that! Which was insufficient. I found their black jack table, no more skill needed.
Ah, a connoisseur.
Hmm, that tactic used to be much stronger, they would match, blindly, and either you won the round, or went bust, quickly. It’s how I got the high score in the screenshot I didn’t bother replacing.
I fixed it yesterday and tested thoroughly. They don’t always fold, at least not all the archetypes do. You might have got a table that did, I still wasn’t aware of any the “always” fold.
The objective is to beat 4 matches. There’s an indicator in the top left showing match 1/4. Speed running decides the ordering in the leaderboard. A tactic to save you time is leave the table for 10 minutes at the start of every match so the ante goes up.
I consider not announcing the ante increasing more prominently a bug I will be addressing now.
Thanks for playing and reviewing.
Holy cow, the algorithm here is insane. My first two attempts were rushed and I didn’t understand shit. Got 12%, 14%, thought I had it sussed, then I spent the whole 3 minutes and got 54%. In fairness, why would you waste time and paint early on before understanding it. I don’t even think you could buy a full palette.
Needs a fill tool. Ideally an undo, but hey, it does what it does very well.
Personal preference whether you want to invest time repeatedly drawing, but the templates are awesome.
Bit of a time sink. I don’t know if I’ll beat the target of $500, the fourth assignment is 4 minutes, and I wouldn’t want to spend another 15-25 minutes retrying. Finger painting has been done before and we get to play every time we jam; but with transferable tool-skills.
An impressive algorithm, immaculate art, entertaining story, could use more variety (but totally acceptable and expected in a jam entry).
Very satisfying autonomous agents. I had some extra strawberries on the way, but couldn’t resist supplying my own, the worker buzzed around and after a second a new baby appeared and got fed.
It’s hard, I only lasted to mid Autumn, but I seem to improve each game, so there is a simple skill worth learning there. I tried reading the instructions, but my mind wandered: what about my game’s this or that, what about tomorrow, just let me look this up. After two or 3 hours of godot idling efficiently I just played, and am glad I did.
Lovely seeing all original assets. I noticed the chonky pixels for an instant, but it was all readable, and especially well made, by a team. I doubt myself constantly: Why would all these people set aside time for a jam? I guess they enjoy each others’ company, but who cares, right? Good game.
Thanks. There are dialog lines, but as the objective is deduce the archetype behind the mask, I had to restrain myself from adding too corny, obvious, tells. I can’t say more without spoilers.
Poker has the bluffing element, but archetypes that are prone to bluffing, versus risk-averse human calculators. Here you must decide who is who based on the hands you can see, and the odd line of dialog (it’s in blue above the portrait). Then you must decide if the tells you have read are statistically significant, enough. This is easier in the earlier rounds.
The ultimate boss is your standard computer poker player, giving nothing away. That was the only strategy I expected to see in “other poker games”.
This game’s landing page is gorgeous. Hard to believe it was done with free assets. Fun game. Couldn’t say how well it fits the theme because I had lots of money but could not find a way to buy more troops to spend it on. In round 5 I was outnumbered and copped it. It should be easier to buy troops. It felt I didn’t have the tools to win.
Eventually I found a pact to lower enemy trust and convert them. Don’t know what happened next match. I think he defected again and I lost, at round 4, 3 against 3. That made it feel too RNG based, but it is fun, and good looking.
Game looked good, but looking around felt bugged. I found WASD to work, but it was chaotic, I attempted to look down at my feet, but I’m not even sure if moving the mouse is the right control to do that because I was not able to. I ended up tumbling into a black oblivion. Which was a pity, as the platforms looked inviting.
Specifically mouse. You gave “Screen Tap” as an example of one button, but we know that moving the point of touch requires no buttons, and analogues controls, i.e. mouse, don’t use buttons for motion.
Huge difference between 1 button being “the sum of all inputs” and “1 button plus non-button inputs” being accepted.
Thanks. This was the game I needed. It may be dumb luck, or I may be good, but I was just 274 short the first run. I feel once I learn what triggers refills (I think clearing a whole column) it could become easier, but I’m lazy and planning that far ahead is for chess players. I’m sure I’ll beat it next time, I learned a lot, it made me feel special.
Fun game, very creative and inspiring. One mechanic polished and pushed to its absolute limit. The intro was so good but I didn’t get half way through the game, diminishing returns and that. I’d have toned down the difficulty, or win length about 25%. Then again, I’m left assuming the end is as epic as the start.
Thanks. I missed this reply until now… and it turns out you were just the person I was looking for (talking about scrolling).
I have an update ready that removes negative health, because if it was a feature, it was unintuitive. Good idea to give respawns with limited health, but if you can’t make it to the first shop without being hit, you won’t make it to the end (at least not the new end with bugs removed). Starting from scratch, and some grind, is not without its advantages.
You mentioned having to scroll. I could set the height to 224*3 instead of 4, but I just can’t find the setting to get it to adjust this automatically, based on available space, like it does in the local, Windows build. If you could give me any pointers, I would like that feature in my web builds. Otherwise I feel assuming max 1080 height is a safe middle ground to not make things tiny for QHD and 4k displays. The top and bottom aren’t important in the platforming bits at least, so I’m not super fussed.
Love the original mechanics and coziness here. Spot on for a jam entry.
Original music and graphics too. Main track just scream “serious”, whatever that means.
I took inspiration from your tutorial. Admittedly you kept the mechanics simple, to your credit.
I got 12k but didn’t know what I was doing for the first 20s or so.
Thanks for playing. Agree with everything you said. Was it this level that locked up for you? I just tried a full playthrough, it was the first level to show me the gold. Sad times :(

Yeah, clay and iron bugged me from the start, but I thought I’d separated them enough. Just wait till you get silver and lithium! I think fantasy elements are in order next time.
I don’t use shaders here. The game doesn’t use GPU. Did you have background tasks or a weak CPU?
I just played through to level 5 without lag on a 7th gen Intel using Win10 and Edge. It was using 100% CPU, so room to optimise there, but better than going idle I suppose!
I’ve gotten to level 40 on my laptop; where I wouldn’t hear the fan for the sounds in my brain.
I’ve documented the known bugs now, maybe you conflated “lag” with one of them?
It was built and tested on my laptop, what hardware does this lag on?
Music is an issue on web builds. I spent little time on music, have zero sound effects, so no great loss but I am somewhat surprised to hear it is lagging. That said I haven’t used a MicroSoft product since the heatwave, in which case, I’m cooked.
Thank you.
I aim to please, so any indication you enjoyed it makes it all worthwhile.
I hated clickers for ages. I would have been much less polite about it. It’s nuts right. This was the first game I set out to make “incremental” so I apologise if I got that bit wrong. I thought their popularity was in automating the repetitive (or clicky) bits.
That said, I did discover what you questioned might be a bug, late in the day, as I had to test faster, so I just went with it. Holding the key is supposed to be marginally slower than frantic clicking, if only to give it room to be upgradeable to the level of manually clicking.
Tutorials are always a problem, every game (except clones of popular games) has that initial hurdle to grab the player in. I simply had too many irons in the fire to lock in on this earlier. I worried about it here, and thought adding animated gifs after publishing would work. I see tons of gifs on other games, though probably more demo’ing art than as tutorials.
The problem with tutorials in code is they follow the code, and can hold it back or refer to older variants. I think I was silent on prospectors. They weren’t base kit for a long time. I knew where everything was and had no playtesters. Concessions were made here. I also think the rock and ore tiles could be finer resolution than the boring machine. Writing up my TODO list earlier, this felt too much work if the game never sees players after the jam.
I read somewhere only incrementals get indexed by itch. Hence game.
Thanks for the review.
Not at all. I needed to make clearer that those glints in the rocks hint that they can be mined for ore. I updated the description in response to your comment. I do expect a certain level of curiosity from puzzle enjoyers, but thank you for playing whatever your preference there.
Those glints were not meant to be guarantees, only hints, but levels were too slow and numerous already, without sending you on wild goose chases. That and I ran out of time for better tutorialisation. Hence the scattering of GIF clips, which I thank you for prompting for.
It was only me playtesting. I really worried people would give up before finding ore, or upgrades. Ore locations can be learned. I was cursed by this, and the prospector area of effect was buffed hugely at the last minute. If you played 5 times, I couldn’t see how you wouldn’t luck out finding ore.
TIL 3D chess really exists.
This is a deep game and well implemented. A bit too deep for my schedule but what I saw I liked, and the rules are faithful to the original so not hard to understand.
I noticed you mentioned forking Aurora Chess, which I thought meant it was an open source engine. When I found your existing game, I could see only cosmetic differences between it and your submission here.