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The idea was not executed very well, what I mean is that there was no penaty for example by throwing 3 rocks over a paper, so there was no risk and there was no patterns to look at.

Also keep in mind that rock paper scissor is more like a phychology game and pattern maching game, this means that it is played better with a real oponent that you can look and "measure" and learn how he plays.

This means that if you create a  rock paper scissor game it will be wise to create and some avatars for the oponents so the player can look at, that will change acording to the result and the rest of the cards in hand and play in aptterns. This way the player will be able to match the reaction with a pattern and guess the next move.

If you just throw random encounters the game will become just this, random (By the way this is a good strategy for inexpirienced players). This kind of randomness will never give to the player the feeling of a achivement and of progression (this is something very bad for a game), leaving him with just luck and no skills.

But all this apply just to the rock paper scissor, you addition makes the things even harder to balance the player's expirience.

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Thank your for the detailed, well thought out comment and for the feedback. This is exactly what I'm looking for as I move forward with this game. 


I am looking for ways to minimize the "luck" factor and add more strategy to the game and converting the mind games that typically happens on a face-to-face interaction to a virtual ones comes with some challenges. I have been thinking a lot about this and your idea about using avatars to simulate human "tells" is one that would be fun to experiment with.


Also, the "risk-reward" throw 3 rocks against paper idea you mentioned is one I have been considering to add something like light, medium, and heavy attacks that cannot be easily broken with a simple "block." Think of it like breaking down defenses with powerful attacks making your opponent vulnerable to your next 2 or 3 attacks for example. 


First thing on my list is to add a way to fight back so that you can react to a lost and not have to try again later. I think that will help to put things more into perspective and help me to know which rules of the games and/or mechanics need improving/revising to really nail that sense of progression and satisfaction a player might be seeking for as you so well put it. 


Thank you for playing! :)