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It's a cute lil' game; you mentioned you only worked on this in a day, right? If so, niiice! The game's fun for a 24 hours game jam. Landing a combo feels super satisfying to hit, but the game has really almost no depth to it. 

There's no reason why not to just tag your entire hand as a combo, so if you win any of the rounds you just win the game. Plus, it's just complete RNG if you'll land a hit every round. If you were to expand on the game, it'd say to put more things to consider when picking a move rather than it being completely relied on chance if a certain move is good or not.

Thank you for playing my game and for you commends and suggestions.
I want to clarify first that my 24hrs estimation really means like "4hrs" a day for 5 days since I had work to do and could only work on it after the kids were at sleep. :) 

This is a game that I plan to expand more into something that feels more like a "fighting game" by having things like combos, counters, and specials, but keeping simple (ish) by using Rock, Paper, Scissor and UNO rules (with some exceptions to work).

My goal with this jam entry was to get the general concept out to see if it even makes sense and to see if it "feels" good to play. I completely agree, as have others mentioned, that the initial RNG makes it hard to really plan out (been there a few times myself post jam) but it also makes it really satisfying when you land a hit and connect combos.

These are things I will consider as I move forward with expanding this game and making it less RNG and more strategy/mind games. 

Thanks for playing and for you honest feedback!