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A jam submission

Gamblin GladiatorsView game page

Place bets on autobattling gladiators using dicey TTRPG combat rules
Submitted by dsmiller95, lunarsignals (@lunarsignals) — 55 seconds before the deadline
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Gamblin Gladiators's itch.io page

Results

CriteriaRankScore*Raw Score
Engagement#153.3333.333
SICKNESS#193.6673.667
Overall#232.7672.767
Visuals#242.8002.800
Sound#251.2671.267

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

This is really cool! I enjoyed your writeup in the discord on working with genetic algos to construct teams and using those results as away to balance the experience. Unfortunately I can't contribute much more than that, since I don't think I have a good grasp on the system, and I also have very very little experience with autobattlers, but this is a fascinating project! 

I'm a very big fan of autobattler games so you had me with the concept. I will say I was a bit lost at first as I was struggling to put together what effects matter and how much each stat has an effect on the battle. All in all very solid concept, I think this sort of autobattler could work great with more time!

Submitted(+1)

I think this is a very cool concept! not much gameplay or idling etc..., but considering the time constraints, very impressive. Reminds me a bit of "Teamfight Manager", but as a 0-player game (observing a sim) instead of a 1-player (proactive play) game. There's definitely potential there, although it's a little rough right now!

Developer(+1)

Thanks for playing snurlsss! I haven't seen "Teamfight Manager" before, but now I see the similarity 👀 . I would have loved to fit in a bit more proactive action for EX spending gold to get one of the teams drunk before the match

Submitted(+1)

Hoooh boy do not let me into the casinos I just lost 315 gold and I do NOT feel great about it. 

I love autobattlers, so this was up my alley. It took me a second to get a feel for what exactly was happening, especially with all the symbols and stats and such, but I think i was able to figure it out after a couple of rounds. For the most part i bet on the dudes I thought looked the coolest anyway. There's absolutely a charm to the hand drawn art IMO and I kinda got attached to my team I kept betting on. Till they died. 

The technical aspects of this go wayyy over my head, but I'm enjoying the results a bunch, so I'd argue you've done well on what you set out to do. Maybe some sort of symbol cheat sheet or dictionary would be helpful? Regardless, cool stuff! 

Developer

Thanks Scrumbo! "Bet on dudes that look the coolest" is honestly a big part of how I hoped people would make these choices :D

Submitted(+1)

Let's go gambling! After reading the process on creating the simulation, I have to admit it's very fascinating. It's a very thorough simulation! Great job!

Submitted(+1)

Bet all the gold! Win all the gold!


A really fun concept. I like the blend of 2d inside of 3d! I'm not as familiar with the auto battler genre, but for an early entry from the genre in the 90s that I never knew about!

Developer
SIX STARS FOR SICKNESS
Developer (1 edit) (+2)

55 burgers 55 fries 55 seconds before the deadline

Submitted(+2)

55 COFFES 55 MEATBALLS 55 TACOS AND 155 TATERS

Submitted(+1)

Really interesting game. While I personally don't have much experience with autobattlers, this was interesting to watch unfold. My immediate reaction was confusion since there was no tutorial, but over time I watched the animations of the dice unfold and the actions of the characters and I was able to start learning the basics. I feel like that visual communication is a really strong aspect of the game, especially when the player isn't in a position where they are able to intervein and experiment to learn. 

Developer

I guess Dan added me to the creators because @foodpuzz and I made the TTRPG its based on. Please click through here if you're interested. The main rule guide should suffice for rolling and combat. We had to get creative because the game wasn't meant for PvP...

Submitted(+1)

This is rad!  I hope you elaborate on how it was made somewhere - curious about the implementation of the genetic simulation / evolution, and the inspiration for using that approach.

Developer

I will, I'll put up a devlog here on itch and on the indie city discord as well. Thanks!

Developer(+1)

I have elaborated, check it out in devlogs on or the discord!

Submitted(+1)

ooo love me some good automatic battling!  I think betting as the means of interfacing with the game really strips down to what I consider to be the core skill check of the genre, evaluating board strength.  When you make a decision on what upgrade to make in a game like SAP or TFT, you're essentially imagining possible different future boards and deciding which one you think is the strongest.  While neither team in this game is exactly "yours", I'm still running through the same decision space of looking at each one and deciding which one I'd rather be.   The art here isn't the type to blow you away at one glance, but after watching these little guys go at it for a while I actually do find them quite charming in a way.  Also, as a fan of autobattlers I am, of course, also a fan of gambling and there's also still just the simple thrill of uncertainty on display here.

Developer

The parallel to upgrading decisions is something I hadn't thought about, good point. In SAP each upgrade asks you to evaluate a relatively small delta in both board composition and strength - Gamblin Gladiators asks you to evaluate a small delta in board strength but a large delta in composition. Is 2x Swords and a Cleric going to win VS 2x Mages and a Thief? They could potentially end up in a tie depending on the details. Thanks for playing!!