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AndreAyker

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A member registered Jul 02, 2020 · View creator page →

Recent community posts

This was very clever and fun. I loved how you incorporated the base colours into the more complex elements. The gameplay was immediately graspable, it's like a juggling game. There are tons of small things to appreciate like the fact that the effects on the timers are communicated very well before you assign something, somewhere. I guess the only improvement I could think of is to the visual assets, I would lean more into the three colours, both for the food and for the buildings so that it becomes more clear where stuff is able to go, at a glance. Very well done!

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Hello, thank you very much for the kind words! I came up with the rules entirely during the jam and they suffered some changes during the short play-testing sessions. 

After the player presses the trade button, the AI calculates a "trade weight" depending on its own "needs". So the code looks in the non-player deck to determine what it needs, first of all. The selected cards on the player side are then evaluated based on that need, obtaining a sum. Afterwards, the AI begins selecting SOME cards  (not the ones it actually needs) from its deck, subtracting from the "trade weight" sum in the process until it reaches equilibrium, taking into account, in certain cases, what the player needs as well. I was inspired by how trade is done in Stellaris and other similar games.

For the card effects, because of the time constraints, the code is thoroughly straightforward. I have a big clump of code which treats every option, from 9 to 1, individually. It asks if a deck has a certain card id, starting from the cards with the highest priority, going down. Resolving them is a matter of just erasing or appending elements to a certain deck.

The code is very inelegant, due to the aforementioned time constraint so I'd be very reticent to post it in its current form but I'm honoured. If you need help making a card game, I'd be happy to help.

Thank you very much! I fell in love with the woodcuts and always wanted to use them in something, although I stayed away from the more explicit ones. You can find the entire collection by searching for "The Drolatic Dreams of Pantagruel".

Thank you very much! : )

Simple but pretty well executed : )

This was hilarious.

A very nice exploration of the theme. I was looking forward to see what was going to happen.

This was really sweet. I like the splash screen a lot, it pulled me right in. The extra mechanics kept the game interesting and created a nice balancing act between speed and control, which is, I think, what you want with this style of game. Really well done!

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Hello Verrazano. thank you for the feedback! I really scrambled to finish it so I'll hopefully implement everything people have suggested after the Jam period ends.

The cards should resolve automatically once you run out of the 3/3 trades and as long as it has the highest priority.  Setbacks are the cards that say "you suffer a setback". They should have three red exclamation markers as an overlay, while advance cards have one green marker. You indeed need to exhaust the 3 trades for the timer to tick down and for the "round" to end. If you have what you want, the fastest way is to "trade" then decline the AI offer. It could be possible that the trade resolved and you somehow got the same cards when the turn passed. If not, it's probably a bug. Promise I'll add a "skip" functionality when I get the chance. I appreciate the feedback : )!

It is true! Thank you for playing : )!

Thank you! You should check out "The Drolatic Dreams of Pantagruel", it's a collection of woodcuts that I used and edited  in the game (coloured and removed some background elements).

: )  Glad you made it!

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Thank you for the constructive criticism, I definitely dropped the ball when it comes to teaching the game. I'm glad you appreciate the other aspects! : ) It seems like we share a similar taste in games. I appreciate the detailed and thoughtful response very much!

(5 edits)

I'll post the rules here, I finished it last second so I didn't have time to properly introduce them.

The aim of the game is to advance past the ninth location before the timer runs out, by meeting the conditions on the Advance Cards. The card with the highest number resolves automatically at the end of each round, you only control which cards you trade with whom. There are also Setback cards which will demand a Resource. Failing to pay the resource will set you back. Being set back past the first location will result in a Game Over.  You receive new cards each time the timer ticks down.

Each card has a Priority (the number you see), the highest one in each deck resolves first. Only one card resolves each round,  for each player. Cards are discarded after resolving.  So the idea is that you're crafting your hand of cards round by round. You may choose to give away your Advance or, if possible, Setback cards in order to stockpile resources for the next round. Or, you may trade a specific resource to an AI who desires it, for more resources. What the AI desires is determined by the Advance/Setback cards in their deck.

To Trade, click on the cards in your deck to select the ones you want to trade away before pressing the Trade button in the middle of the screen. The AI will make you a counter-offer, sometimes it will be empty if it decides it doesn't need your cards. You can always choose to not take the AI offer. Use the arrow buttons to see the traders at your location and look through their decks.