Whelp, you're smarter than me, I had a run-in with Python once, but it got the better of me. Welcome to itch!
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When you resolve your mining dice, first you place each of them on a mine. Then you Reroll each of them. If the new roll is greater than the depth of the mine, you get the payout in gold.
Does that help?
Okay, I've finished it! I was sure it wasn't beatable, but it turned out I wasn't doing something wrong, I was doing the wrong something. Very clever!
I kind of had three phases to my playthroughs.
- I just enjoyed being able to solve problems different ways,
- I obsessively mapped out decision trees trying to brute force a win
- Once I realized such a win was impossible, I just tried to find a new way to approach the story.
The writing is nice, it's a good timeless fantasy bit, like the best early 90s IF. I especially like the verbosity of the reactions to wrong options. Nothing feels like it was rushed through, everything seems viable when you try it the first time.
If you want to make VNs in twine there are a couple of skins that make that easy on Glorious Trainwrecks: https://www.glorioustrainwrecks.com/node/5163 (These are for use with Twine 1)
And Construct 2 is dead simple. I'm kind of an idiot, and I have no problem with it. In all seriousness, though, there's a bunch of drag-and-drop stuff that means you only have to touch the visual scripting when it's Absolutely necessary.
Hey Sokky! Fellow visual artist here.
I strongly suggest picking up Construct 2 or Twine and signing up for a bunch of game jams. Forcing yourself to make a lot of tiny games is the best way to grow as a dev. (Remember the old adage: "Your first ten games will suck, get them over with")
If you ever need any help, hit me up. I'm pretty busy as a rule, but I'm happy to answer questions.
I don't quite understand... Are players taking turns? Or are they rapid-fire rolling over and over again?
If the former, then once a player gets in the lead, couldn't they just take a long time rolling to let the timer run out?
If the latter, how are you resolving dice rolls in real time?
Leave your politics out of my- Sorry, I don't know what came over me there...
I like this game for two reasons:
- It's mechanically similar to that dots-and-lines game everyone has played before, so it's easy to understand.
- It simulates a real-world system in a very easy-to-understand way.
You went all out for this one.
It's neat to see a micro drafting game, normally drafting would be difficult because the players can know where all the cards are, but here, that seems to be the point.
That theme though!
I'm not entirely sure how to play, it seems like the rules aren't quite finished?
Also, for a two player game, it seems a little unfair that one player might be stuck with a single zombie...
This is a super fun little romp. I've tried my hand at a one-page dungeon crawl before and it isn't easy. Visually I love how it looks like something that somebody made in math class while they were wishing they could be at home playing D&D with their friends. I appreciate that each of the scrolls does something different. I love that you can play as a skeleton, whose special ability is that skeletons don't attack them.
This seems a lot like the kind of stuff Experimental Playground makes. You should check them out!
I like how simple this is to play, but how much possibility space there is in it.
It feels like player choice doesn't have much impact, but I suppose there's exactly enough to make it not just a rapidfire dice-rolling carnage.
This is a game I would lose.
BUT! Super neat to see what is essentially a physical sport in this contest. I feel like the set-up, where you're basically making a bet that you can hold a pose for a set amount of time - a bet that your opponent has to accept - is going to lead to situations where both players are both just capable of doing everything and get bored.
Maybe if times go up whenever somebody completes a pose? Or if you have to do strings of poses?
I may just be underestimating the power of fatigue.
I like the central choice of "Do I move randomly for free or lose progress to choose my direction?". The really simplistic rules and aesthetic make this seem a lot more approachable than other dungeon crawlers, I could imagine this carved out of wood at a pub, for instance.
Hi, this is really clever. It could probably be played with Qwirkle tiles pretty well hey?
Have you considered allowing the leading player to complete their combo? It might make for a more interesting calculation, (Do I set myself up, or try to stump my opponent?)
There's a couple parts of the rules that could use tightening up:
- Rather than saying: "Draw one new hidden hand card from the drawing stack." You could probably say "Take a card from the drawing stack into your hand"
- "If he can‘t match any two cards, put only the
treethree open cards in the folding stack"
Thanks for all the kind words everyone!
The difficulty was definitely intended, but a couple parts, like the collision box on the lava/fire could be less so. I have an update with sound, music and a bunch more levels that I plan on uploading once the voting period is over.
I really like the look and basic premise of this game. But one hit death means that trying to collect elements is too risky, and the ability of the basic weapon to more or less clear the screen constantly means that I don't have any reason to do so anyway.
You did a really good job at making all the enemies interact with the central mechanic in a cool way. My favorite was the soccer squid-guy, but close second goes to the ghosts you can't attack by aiming straight at them.
I'm super into this "Completing part of your objective changes the game mechanics" thing. The way that, like activating the gravity makes going through the same spaces harder, It's like a Metroidvania in reverse. So cool.
Also, nothing says "Retro Game" like flying enemies appearing randomly from the side of the screen.
I think that the new way to do horror games is to use the environment to make the player expect jumpscares, but never give them any. Then they're just tense the whole way through the game.
So, yeah. Good job at that.
I love revolvers. Like, just from a mechanics perspective, it works really well having to reload every six shots. Also, for this game in particular, it's cool that the enemies take exactly one magazine to kill (Am I right about that? or is it, like, one more shot?)