Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
A jam submission

Slot HeroView game page

RPG without roles. Embark to adventure with your trusty slot machine.
Submitted by Morland (@SirMorland) — 14 minutes, 14 seconds before the deadline
Add to collection

Play game

Slot Hero's itch.io page

Results

CriteriaRankScore*Raw Score
Design#9161.2651.600

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

It's a bit boring... the enemies have far too much health - especially early on - and the skills are COMPLETELY random, which can cause two of the same skill to appear.

Developer

Completely random skills is the whole point of this game. And like in a real slot machine, you want to have two or three of same skill to "win the jackpot". If you have two of the same skill, no matter which one you use, it's effect is doubled.

Submitted(+1)

Less health on enemies would be nice. Not changing who I am after I beat one, and continue with my health would be a possibility then. => Defeating someone without loosing hp is a high priority (to defeat as many enemies as I can), but you could add something like "if you defeat the enemy within 5 turns, you can reroll one of the cards. Apart from that the its a card game with gambling elements well done on that :)

Hmm can't seem to start the game from the menu. I can move the sword cursor up and down between Play and Instructions but no other button my keyboard or mouse seem to do anything else. Hope it's a good'un!

Developer

Use button '3' to choose on keyboard or 'Y' on XBox360 controller.

(+1)

There is clearly a basis for something interesting here, but the monotonous combat and lack of interesting choices leave it yet unexplored. Needs less health and more depth.

Developer(+1)

Hi, thanks for your comment. A lot of that depth and balancing we had planned were cut because the obvious time limitation, and instead we focused on delivering a fun  working game :) For example there were supposed to be skill levels, local multiplayer, different enemies etc. which would have increased the depth a lot.

We also swapped programmer's and artist's roles so the time was basically cut half... :D (nonetheless we both had an amazing experience)

And that's really what it's all about :D