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Thanks for reply and checking this game out!

First about the graphics, commenting about this since this is something that might be useful for you too. Thumbnail is AI generated, but everything else is actually stock art. And even before I had the thumbnail, I already got complained about using AI, even there wasnt any AI in the game (well, still isnt, since thumbnail isnt part of the game).

But what I will do next time is to use AI to create the temporary graphics instead of using stockart. Problem with stockart is that there is only limited amount of it, and getting unified look using them, without doing any modifications to them, can be hard.

For I think the point is exactly as you said, that as they dont look unified, people dont like them. So far I just thought that since they dont look unified, people think them as AI, but realised only after your writing, that I guess the point is actually that non unified can look bit annoying, and on top of that, AI haters associate it with AI. Will keep in mind if future to even when using temporary gfx, to make them at least unified looking, since that in itself can turn people away I guess.

Idea in the game is specifically that it is very random based, I figured there is game like that missing from the market, but I am starting to doubt that it might not have been a good idea, since like you too point out, feels too random.

Basically in the current version the randomness is lessened by building the deck to suit your needs better, however, with this set of cards there isnt much you can really do on that either, that you cant quite make your own strategy, but it is more of just trying to make your deck better. And this is one of the things I am struggling to figured out how to get more meaningful choices for the player, like if you would get to pick one card after each match, or something like that, then how could that card that you pick, actually make a diffence, and even more, how there could be two different cards from which to pick one, and player actually have a meaningful choice to make, for at least with these cards I dont really see that happening, that if there are two cards to pick from, it wouldnt make much difference which one you pick, since you basically need them both anyway.

One of the plans for the future would be adding things that I call "coach skills", this would actually be reflecting the original game from which this is inspired, for there is one part of that game that is currently still completely missing.

In the original game that this inspired from, there was this "find goal"-card, where the idea was that you had maybe 2 second to click on cards, and if one of them was a goal card, then it would reveal itself up and goal be done (in the Premier Picks, the idea was that every time you found a goal card, you would score a goal).

So I have been thinking there would be these coach skills, which would cost certain amount of "magic points", and naturally these magic points would be generated during the match, could be for example each time you flip a card, you would gain some points of this magic points.

Then different coach skills cost different amount of magic points, and they be for example the premier picks find goal card kind, and then there could be for example dividing cards into blue and red cards (half-half split, as far as possible) and then one of those colros would contain all the bad cards, and other color all the good cards, but you wouldnt know which color contains which.

And some coach skill could reveal three cards in random, and then switch those 3 cards places, so you would know which 3 cards are containing those 3 cards, although not exactly which card is which. This way the randomness would still be the ruling point of the game, but it would give you some more strategfic options to use in tight spots.

But it might simply be that the overly random nature is a fault, and even adding these coach skills wont save it.

Ah I see, well if you wanted to go for a more random-based game I think that could be possible. But then I think you'd want to draw more inspiration from idle games; so that the player's gameplay is about being a football manager (so getting all the cards together, making trades, etc) then the matches can play out relatively quickly WITHOUT any player input. That could be a way towards having the core RNG remain (if I understood you right).

I think the main issue with the RNG right now is that the game is saying "actively play" by making me click to reveal cards but if my expectation is set up to be "this part is totally out of my control", then that issue falls away. 

In other words it's all about setup and expectation. The current version made me feel like I was a player drawing from a deck. But if that expectation is shifted to being a manager creating the deck, then it could definitely work. Football manager games are popular with a particular niche, after all.

Idea would be to be of two things.

Manager in sense of that deck building is the way to make the game have some strategy, instead of being completely random.

Second part is the "push your luck" idea. As in, you turn those card randomly, and it should feel like that more cards you turn, riskier it gets. Therefore making you think if it is really worth the risk to turn one more card or not.

But that Push your luck part isnt working. I mean, isnt working in sense that you would feel like that when you are playing. I do notice that when I playtest myself, that I do sometimes stop turning more cards for a strategic reason, but what I would like it to feel is that every time you turn one more card, it feels like the risk is getting higher, and that I dont feel happening righ tnow.

That to compare to 21, you are aiming at getting 21, and each card gets you closer to that goal, but everytime you turn a card, it also feels riskier to turn the next one, and yet at same time there is the incentive to turn one more card, so you could get closer to that 21. That is basically what I am trying to get this game to achieve, but it just isnt happening.