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(+1)

Yeah, definitely. At it's core, rock-paper-scissors is RNG no matter how you twist it. I've thought about providing the player more information like knowing what their next card/action will be always like slay the spire but that'll just turn into a 'click the correct card' simulator, which is pretty mundane. Or maybe giving them a R/P/S count so they have an idea what the probability is and make an informed play based on that but renpy RNG is a little weird and that information will be more of a bluffing/deception game against an AI who has no tactic.

Ultimately, consumables will get a great overhaul in 0.13/ 0.14, we're looking into making them provide passive protection and other effects. It'll take some iterations as well but we hope that greatly improves the card game.

(-1)

I'm happy to hear about these changes cause i had a similar review of the game. But i do disagree that RPS is an RNG game. I think the exact opposite actually its more of a pattern/strategy game. Most people either open with scissor or rock for example because those words are most common in their minds being the first and last said words. 

I think what makes the game so frustrating for people is that human psychology allows for people to be more likely to make certain decisions and so someone who has played a large amount of RPS games is definitely likely to win more often than someone who hasn't. While in your game there isn't any psychology we can follow to base our decisions on. It's completely RNG in a way that RPS irl isn't. So some additions that allow us to be more predictive or strategic would help the game feel alot better imo.

Anyways I'm excited to see the consumable rework it's a lovely game and I cant wait to enjoy it more.