Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+2)

Great work! Looks nice and sounds good. Satisfying “feel” with the UI and SFX.

The mechanic was simple once I under stood it but given the available cards I didn’t feel like I had a whole lot of choice in what I could play?

I did encounter an issue in one of play throughs, maybe round 3 or 4. I didn’t draw any starter cards for the first 5 or 6 rounds, despite clearing out all the cards in my hand each turn. I ended up getting a missiles starter and playing it eventually but by then I was already dead. I wonder if increasing weighting of starters earlier in the round might help?

(3 edits) (+1)

The way it’s currently coded, your chances of being offered your first starter pack increase by 20% every level until 100% on the 6th level. It sounds like that’s not a strong enough guarantee when considering that some players will low-roll. I’ll definitely make sure to tune that for the post-jam update!

I wonder how other roguelikes are playtested though; it seems like it’s hard to test low / high-rolls without playing through a ton of runs.

(+1)

Yeah I feel like anything with random outcomes is always going to roll a bunch of 1s at some point! I assume a lot of games use some sort of pseudo-random thingo like Dota does https://dota2.fandom.com/wiki/Random_Distribution. Which I guess is kind of what you’ve done there with the 20%, so I just got quite unlucky! Potentially you need to bump up the % faster in later levels or something like that? In this case if you get to turn 6 before you get a starter you’re basically dead without a chance to play anything?

No idea about testing, but that would be a fun problem to play around with.