Thank you for your reply. I respect all those ideas. I personally like this game more than Buckshot Roulette under the premise that you are trapped with one other pitiful person and forced to do a sinister medical trial. You want to stay alive rather than hurt anyone, but by protecting yourself you're allowing the other guy to die. But I do see where you’re going with those other ideas and they are interesting.
(In the first version I built on this premise and used 4 hammers on death pills to purposely keep us both alive into round 5 as an easter egg. I would need to remove 7 death pills to have the smallest chance get to round 6.)
SpencerWS88
Recent community posts
Great game, I really liked it. Just some feedback from an early player: mouth clamp is item that is very on-theme for the game, but it changes it into something more malicious and restrictive than its first version. Its an auto-harm whenever players isolate a death pill, can be a reversal with the last two pills, and it passively prevents opponents from eating green pills because of the risk of losing 4 resistance before recovery. It also purposefully injures the opponent rather than protect you which madecthis game conceptually unique from Shotgun Roulette and made it more appealing to me. Here is a fix idea that keeps the aesthetic but tempers the malice and restrictive play of the item: make the player use it on themselves, immediately taking a pill randomly or by opponents choice, in exchange for a benefit such as: taking the right to go second in future rounds, or skip current turn and next turn, or make future pills of the color fed to them or the next 3 pills not deplete any resistance, or prevent resistance from going below 1 for 3 turns. This gives players control over when to suffer the danger of mouth clamp.
Also a new hammer effect: destroy 1 item. This is stronger than its current effect andcplaces value on going first, instead of only being a disadvantage, which is going to become an issue later with multiplayer.
One more while Im here: giving 5 health instead of 4 would allow further stages played and decrease the cost of pliers, making it more appealing to use.
Thanks for reading, love this game.