Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Blockzord

10
Posts
A member registered Mar 10, 2022

Recent community posts

Wondering if we could have the puppet model more involved with the game-play. Perhaps when Mr. Magpie is more focused on the board than on us, his head is angled to focus on certain cards as a vague clue. (perhaps even paired with his dialogue)

(1 edit)

I still managed to pay the 220$ dept off somehow.

I learned this tip the hard way:
"Churn" does indeed double the value of "Loan", however it does NOT "Sell" and remove it from your Perks.

I was hoping I could just eat the debt within the first few rounds and not have it accumulate.

That sounds great, Rare is justifiable if it counts multiple letters in the same name.
Sorry if my comment sounded pointed, I was just fairly annoyed while knowing my chances every time the card appeared.

"gives multiplier";
if that multiplier is anything less than x4, the perk is not worth the trial.

(2 edits)

So?
It's very unlikely I'm going to encounter 401K in the run, and doubly unlikely the perk is going to choose "4" if I have 401K already.

If "the letter" is going to be randomly generated to the point where it includes numbers, could we at least have it based on whether it "contains" the letter instead of "starts with"?
Otherwise I am never taking that perk.

Ah yes, the difference between Windows and Unix. shucks.

You're welcome, good luck and don't burn yourselves out.

On second thought, my suggestions would completely destroy the forward momentum of the game if those events became the remaining cards available...
Maybe if the PUSH and ROW Cards instead affected the opponent's side and made unburnt cards into burning cards instead.

Saw this game played by ManlyBadassHero on Youtube; immediately intrigued, and gave a spin myself.

Wanted to add my two cents in terms of game design. I’d like to see this as a competitive version of memory; as in the events don’t change when a card is flipped, and the player is reliant on their own knowledge of the board to gain the upper hand. Events on cards could even include moving the locations of cards making them harder to remember.

Here’s a few ideas:

SWAP CARD (Exchange this card with another unburnt card, both face down, anywhere on the board.)
Ideally the player would use this card to snag the opponents utility cards, hopefully not grabbing an extra turn card instead.

SEED CARD (Exchange one burning card and this card, along with two unburnt cards from the opponent’s side, shuffle and deal face-down.)
Reference to “cloud seeding”, this is a delaying tactic that can be used to turn the state of the game quickly. Ideally the player would use this card to move an extra turn card onto the opponent’s board, possibly receiving a non-extra turn card in return. A highly sought after card.

ROW CARD (Shift this card’s row twice to left or right, shuffle and deal face-down remaining unburnt AND burning cards with this card into the empty spaces at the edge.)
Board shuffling card, meant to confuse the opponent; can also be used to shift burning cards away from the player’s station.

PUSH CARD (Shift this card’s column once towards the boarder separating player and opponent, shuffle and deal face-down remaining unburnt AND burning cards with this card into the empty spaces at the edge.)
Another board shuffling card, meant to confuse the opponent; can also be used to push burning cards away from the player’s station.

Have some experimental cards while I’m at this:

ZOMBIE CARD (Opponent instead exchanges this card with one of the Opponent’s burning cards turned face down)
Reference to “zombie fires”, similar to the seed card except this card isn’t one the player ideally draws for themselves, much like an old maid.

CHANCE CARD (Choose another unburnt card anywhere on the board, if that unburnt card doesn't have an event, turn both cards face-down and swap positions, otherwise play the drawn event as if this card were an extra turn card.)
A good card to have early game, not so much in the late game though; ideally the opponent would have these cards on their side in the late game.

Otherwise, glad to see someone's inspired game jam take on so much potential.