Oh, and the reason we were conforming to this rule is because otherwise it wouldn't really be theft.
Baton
Creator of
Recent community posts
We considered this, but decided on playing as the dealer because we were trying to stick to a rule - "Your opponent can't know you're cheating."
If you were the player, since the dealer always sees your cards before you do, we wouldn't have been able to do this mechanic unless you were changing the card before the dealer even drew it - and that just seemed less clean.
Without that rule and any time constraints this would have either become something like that, or a multiplayer game where everyone is cheating is ridiculous ways.
When you buy a chip from the shop - which you can hover over to see what they do - you can drag them from your bar onto the cards you're about to deal to change the value of them, and build up a strategy to always win the games. In hindsight we weren't quite clear enough about it (even though it's the main mechanic) - if I could go back in time the tutorial would be redo-able and there would be little animations showing you how to do it.
Thanks! There were a lot of precautions taken to try and make it as easy to pick up.
We definitely took inspiration from Slay the Spire for the design - I was even thinking about adding some equivalent to powers, but decided to focus on polishing it up and didn't have the time - pretty proud of how it turned out regardless.
This ran horribly on my laptop (it has a terrible GPU), and the mouse sensitivity was too high for me to comfortably look around - would've appreciated a setting for that.
The home screen and what I managed to play of the game before my laptop took off into the sky were both amazing, though! I did fall out of the map 4 times, but I'm guessing it was my singe frame per second's fault...
I got completely amazed by how smooth everything was - though there were a couple confusing things, like what livsruss said about seeing acceptable hands, and I'd have liked if there wasn't a time limit on reading each section of the tutorial (I kept trying to read it over again to understand better, then it'd fade out). But those are really minor things, overall this game is great!
Thanks for playing! Glad you liked it :D
The fullscreen issue is a difference in how itch and Godot handle it - if you fullscreen via the itch button you have to hold ESC to get out of it, if you fullscreen via the in-game option you can undo it with the option. As for the quit button, it would close the game if it were an executable, but on web exports quitting just freezes it...


















