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(+1)

Sorry for the late reply.

The game has problems with random.  Hypothetically, it should evenly distribute card resources and events, while random itself should force a player to make decisions, and keep him always on alert.

But in fact, it's either: a player always gets a tons of resources and doesn't give a f*ck about any problems, or a player gets almost nothing and lose at the very beginning.

So. basically, instead of adding new things to the game, the gameplay itself should be fixed. I tried to do that, but I didn't have enough time and was too lazy to fix that. Mostly because it would require to rewrite quite a lot of code and I wanted to keep it 72 hours challenge for myself.

But, still thank you for the feedback. :D

(4 edits)

I have the function to fill the M event slots with N events (N <= M), the distance between them will be probabilistic correct.  For example if you have 20 event slots and 10 events, then the event comes randomly every second slot, but it have small chances to skip several slots or to come every slot.

For 3 elements and 5 slots, for the first element probabilities are: 
slot1: 60% (total 60%)
slot2: 30% (total 90%)
slot3: 10% (total 100%; last possible slot)