UPDATE TO THE UPDATE (1.4): I'll keep this brief as I want this to be the last time I edit this comment.
It is amazing how far this game has improved since the first time I played it (1.1 version). There are obvious things that need building on and polish of course (see my 1.2 review, bullet points 3, 6, and 10). But the overall feel of the game is pretty solid with the balance fixes. If I were to nitpick I would like separate music for each dungeon, but I have a feeling the dungeons will get far more polished as more updates come out lol. I realize I haven't complimented the game really in my previous reviews so let me do that.
The art is great, genuinely. It's impressive how good the game looks. The soundtrack that has been added is solid and adds to the vibe of the game, and the gambling is a good way to get the player to feel more involved and add more risk. There is a real solid foundation here. Which is something that I couldn't say with the original version of the game (1.1). Give the demo a shot, there's some real promise here.
I look forward to following the development of this game. You're doing really good Dev, can't wait to see more.
UPDATED REVIEW (1.2): Since the update I have replayed the game and it has vastly improved. Here is a bulleted list of thoughts I had during it. Bullet Points are a bit scattered about since I wrote this as I was playing the game as opposed to my original review where I wrote it afterwards.
1. I really like that the Dev added music. That has VASTLY improved the gameplay and feel to your game. Well done.
2. I also like the betting system. It definitely makes me feel far more involved as a player and not just a spectator. However, if there is a draw (push) then I do believe coins should be returned to the player and not lost. It feels unfair that I don't get the coins back on a draw. (I am coming back to this bullet after playing further and figuring out Star of David exploit (bullet point 6) and while now I understand implementing not to get coins back on draw with the exploit in mind, I think it punishes honest playing. There just needs to be some sort of balance put in place).
3. Dev should really, really have some tutorial/audio que/visual que that brings attention to the phone and square root symbol. Maybe the phone rings and flashes red if the player loses say 3 times in a row. I think it would just be more interactive and more incentivizing to check it out then. (Square root symbol could just be after a win or something).
4. I hope the betting system stays and gets more fleshed out. Maybe add an all in bet. That would be fun.
5. Text goes by too fast (this has not changed), really wish there was just a click to move on from the text and it wasn't automatic
6. Abilities don't seem all too integral or have much incentive at the beginning, however they actually work really nicely with the new betting mechanic (with excess money now players don't have to worry too much about being able to afford an ability when round ends and if they aren't too careful and splurge then it's on them. Again, very nice that the update includes the player more). HOWEVER, there is a very big balance thing where if the player chooses the Star of David then bets (or vice versa) it's a near guaranteed pay out with only benefits and it completely ruins that balance. Betting should probably not be useable/should be nerfed with abilities (Mostly Star of David because holy moly).
7. I strongly believe hitting new round should give the option to forfeit (again QoL thing if your hand is just abysmal or if you want to quickly restart a run since pausing doesn't give that option).
8. I don't know if it's intentional but you can still hit while at 21. I accidentally did it when I betted 50 coins and I hated myself lol.
9. Dungeon Collapse works but can be taken a second time that results in no change. Should probably be removed from the pull if it garners no further effect after being taken once. Expanding on this, after not taking it my wins reset back to 5 needed. I think that just means Dungeon Collapse should say it is only temporary since I was under the impression it was permanent.
10. I think currently, Busted's biggest issue is that there is no real sign of progression. Nothing that gives the player a clue when they "beat" the game. This leaves the player wondering if there is no end and it is just endless while there is little change to the actual game. (Signs of progression could be difficulty with the dealer climbing, some kind of narrative forming, etc etc). Obviously there is an end (I beat all the dungeons) but while playing you feel like it could just go on forever and ever. You know your game best Dev, so you would know what would be needed to fix and implement that sort of thing.
Can't think of anything else. I will complement the Dev once again that the game has vastly improved with the new (and shockingly quick) update. If this were a steam review it would go from not recommended to more of a mixed review with a hesitant recommend. Which I know sounds harsh, but considering bullet points 10, 6, and somewhat 2 I think it's fair.
ORIGINAL REVIEW (1.1): I am unfamiliar on the etiquette for reviews on itch but I do know I like reviews being public so anyone can read them so I will leave it here in the comments.
Before I get into the review I will preface that I LOVE games like this (Dungeon Raid, Balatro, Slay the Spire, etc etc). However, crucially there is a deck building element to these games that this game lacks which will be one of my main grievances.
I will go in the order that the information on the store page goes in.
Abilities:
I found abilities relatively useless. The game does not signal that these exist (you access them via the phone on the side which doesn't give any visual or audio indicator to go investigate it further) and when you do actually look at them you feel no need to use them. Saving up your coins is priority since the shop effects cost (a lot of) coin and the abilities are not only unnecessary to win but they are just a waste of coin. I especially don't feel any need to use a abilities when my first use of the Star of David actually ended in a draw with the dealer. (I know that is just RNG at play but honestly a tutorial round that shows everything and hard locked to prevent that possibility at the beginning would be good).
Shop effects:
Pretty sure these don't work lol. They aren't useless, don't get me misconstrued, they literally do not work. I took Dungeon Collapse and the wins I needed STAYED at 5. They didn't reduce the wins I needed whatsoever. I took numerous Arcane Vision and I also couldn't tell any noticeable difference, however that is harder to actually check if it's bugged or my luck is that abhorrent.
Levels:
You can go left, right, or down to the next level after finishing a round against the dealer. I have no idea why you would go left/right. Tell the player some things they can get or something. Because currently it feels like there is no incentive.
(Lack of) Music:
The lack of music makes this game lackluster and is actively hurting it. I am not someone who thinks about music in games, I don't actively focus on it nor am I a critic on it. However, it being gone is abysmal. Games like these NEED music, it makes things more exciting. There needs to be sound effects for getting a 21, some hyper music to match some casino vibe, you NEED to hit the dopamine receptors for a game like this. It is integral. Unfortunately the game suffers greatly because it doesn't do that.
Player Involvement:
Speaking of dopamine, this game doesn't really make the player feel involved in the game. Blackjack in of itself isn't the most exciting game in existence. The easiest way to make the player feel involved is adding a deckbuilding aspect. Let me add more negative cards to my deck, let me destroy cards in my deck, let me do ANYTHING with the deck. At the very least let me see the cards in my deck! As I go down the levels you could make it so the difficulty spikes with the introduction of new cards being forcefully added to the deck so each playthrough the player learns and builds upon their knowledge (spitballing here, have no idea how probable or even possible that is).
Lets say you really, REALLY hate the idea of a deckbuilding element. Fine. Then let me choose how many coins I bet. Give me something. Because right now I feel like I am just a spectator and I just have to hope the RNG is nice to me while I hit the new round button over and over again.
MISC QOL I would like:
- Text goes by too quickly, let the player click to move the text away (so they can read at their own pace).
- Visual indicators would be nice. Like if I am at 21 then highlight the stand button or something.
- Speaking of the buttons, this is just a visual preference on my part and has no baring on anything but the buttons being at the bottom would be nice (this would also open up the left side if you wanted to add some mechanic there).
- Let me forfeit the round by hitting New Round. I remember being on like 3 lives and just wanting to end the run but I had to let the animations keep playing out to officially end the run.
Overall, this game struggles from a lack of player involvement and lack of music. I do think there is potential, but in it's current state it isn't a game I would recommend to anyone.
Incase you are interested I found your game in the playtesting subreddit Dev. (Ik some Dev's are interested where people are discovering their game so added on the info here lol)