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I had to look up what a point is before noticing it was hidden in your description.

As for finding the fun, I think the three abilities aren't designed well:

  • Shooting the opponent isn't fun if you hit or miss and circumvents the gameplay
  • Making the point a triple is always better than a point, so it will always be used
  • Making the point better is almost always a good idea, so it will almost always be used

I also think the inherent concept doesn't lead to much fun:

  • Getting 'nothing' rolls and being forced to lose with no control on your part is very unfun
  • You always have the opponent at a disadvantage with rerolls and abilities
  • There's a lot less tension than actual gambling since the amount you win and lose is fixed
  • Being caught in a win-then-lose stalemate is unfun
(+1)

All fair, the skills were whipped up quickly just to test. maybe this is where the project ends