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spinning takes a heck of a long time I think, with the board being scanned three times and all that.

a lot of the symbols seem to be ones that create others, and then benefit from those others. essentially the same symbol with a different coat of paint. if I'm choosing between a flower and a mine then the existing contents of my deck are pretty much irrelevant. I'd add more differentiating mechanics. maybe the mine has a chance to create pollution that removes gold, or disables nearby flowers or something. for this reason I also don't think there's too much to think about in deckbuilding. at the moment it's pretty much 'take mines/trees/houses/flowers when they show up'

It is interesting, though, that when new symbols are created by mines and such, they don't stick around. and also temporarily destroy whatever was in their place.

the elephant in the room of course is that this is pretty much just a worse Luck Be A Landlord. if you look at that game you see a lot of symbols that interact with many things: Zaroff kills all humans, lightbulbs I think buff both flowers and gems. symbols that are good early but crap late like coal. there's a lot of personality and difference to the various symbols in that game; a lot to think about. and Lucky Rogue here just doesn't get the old brain-gears turning in the same way. and obviously the art's not as polished.

Look, I like LbaL, and I'd be happy to see more games like it. but you've set yourself up for an unfavourable comparison here. if you're to keep making this I'd recommend focusing on adding symbols that are good in some situations but shite in others, or that have a chance to be very funny like Midas Bomb. Also to find some way to differentiate yourself from LbaL. you want it to be 'Luck Be A Landlord but [something]', some kind of obvious difference that folks can point to. at the moment it's just 'Luck Be A Landlord but Worse'