Thanks for including it! Maybe I'll find a use for the effect in a game some time :)
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I just played the alpha a few days ago and really enjoyed it! Speer looks like a really cool game and right up my alley (I love puzzles).
Small suggestion: maybe add a dust animation when you land as well?
Also, what happens if you use portals to shoot a Speer at yourself?
Another really good puzzle game that wasn't mentioned was Sokobond. I recently finished it and although a good chunk of the game felt like trial and error, there was some very cool higher level thinking in the extra levels. The Monster in particular was a really great level.
I'm also slowly making my way through Jelly No Puzzle. I'm currently on level 17 and am really liking how hard the puzzles without feeling unfair. A lot of the levels have a clear thesis or idea that it's trying to communicate and it's makes the levels so memorable that you can almost reconstruct the puzzle in your head even after you stop playing.
Lastly, a bit of self-promotion: Check out my demo for Exorb, a deceptively simple logic puzzler about filling in orbs!
What properties do you want in your city? I think it would be helpful to first manually plot out a few cities that are "typical" of what you would like your generate and then work backwards from there to come up with an algorithm.
Here's a useful article that could serve as a starting point for generating cities. The rooms generated would be your towns and the edges your roads.
An interesting perspective is this blog article by the developers of Prismata, a multiplayer card game. It doesn't directly answer your question of how you can make Rock Paper Scissor in a video game be more luck based but it's good reading in my opinion.
To directly answer the original question, here's a variation of Rock Paper Scissors that I tried to come up with. Instead of one round, let the players play multiple rounds of Rock Paper Scissors and decide the winner based on who won the most number of points in the end. Now add an additional action that players can do each turn: up the point value of one of Rock, Paper, or Scissors. To make the game more interesting, the other player cannot see what point values your Rock, Paper, and Scissors skills are. Finally, when you win a round, the number of points you get is equal to the point value of what you threw.
I just made up this example and haven't playtested it to see if it adds interesting depth and an element of skill, but the general principles I used were:
1) Continuity and a sense of progression. This is achieved by playing multiple rounds and allowing your point values to accumulate.
2) Imperfect information. Each player has access to information that the other player doesn't.
3) Larger option space. Rock Paper Scissors is a bit limited in that you only have 3 options per round. I added another set of 3 options for increasing point values so there's 3x3 = 9 set of options per turn