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Thanks for playing!

> I thought Craps was a very simple game and the tutorial may have proved me wrong


Once you've learned the flow of the game, I feel it's simple, but getting there is hard without a lot of words.

>I've been watching the progress and like the look of the game (wojaks included, regardless of how goofy they are)

That's good to hear, although I think the wojacks do have to go eventually, it's not a high priority ATM.

>hover-over interactivity

This is a really good idea, and something I can do with existing code I have now.  Did the numbers of the right of the not help at all?  They should light up for what numbers a roll wins on, but it can be confusing with multiple bets out.

>why is the description AI generated

No comment lmao

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There are some effects on the payout but it's still a bit confusing to work out what exactly is being paid and how. I can't even see what the payout of each individual option is! Especially with abstract/numbers based games, this kind of thing is the hardest challenge in gamedev so it'll take some time and a lot of iterations to make it clear.
Actually, I didn't even realize the guys on the side had any effect on the player until the Commissioned Agent came in since his affect was really obvious compared to the others. Speaking of, I'd find a way to color other players' chips differently to the player's own.

Since the game is a Balatro-like, it's worth taking another look at Balatro's effects, the UI is so interactive that even just hovering over a card makes it shake and wobble.
I just realized that every card in Balatro is designed so it can be picked up without committing/buying/selling. Maybe that's not relevant here but it's kinda interesting since players/streamers are always picking up cards while they think about if they want to make a hand or buy a card... I wish my own code wasn't so bloated that I could do stuff like that, my animations are always so stiff.