spinning takes a heck of a long time I think, with the board being scanned three times and all that.
a lot of the symbols seem to be ones that create others, and then benefit from those others. essentially the same symbol with a different coat of paint. if I'm choosing between a flower and a mine then the existing contents of my deck are pretty much irrelevant. I'd add more differentiating mechanics. maybe the mine has a chance to create pollution that removes gold, or disables nearby flowers or something. for this reason I also don't think there's too much to think about in deckbuilding. at the moment it's pretty much 'take mines/trees/houses/flowers when they show up'
It is interesting, though, that when new symbols are created by mines and such, they don't stick around. and also temporarily destroy whatever was in their place.
the elephant in the room of course is that this is pretty much just a worse Luck Be A Landlord. if you look at that game you see a lot of symbols that interact with many things: Zaroff kills all humans, lightbulbs I think buff both flowers and gems. symbols that are good early but crap late like coal. there's a lot of personality and difference to the various symbols in that game; a lot to think about. and Lucky Rogue here just doesn't get the old brain-gears turning in the same way. and obviously the art's not as polished.
Look, I like LbaL, and I'd be happy to see more games like it. but you've set yourself up for an unfavourable comparison here. if you're to keep making this I'd recommend focusing on adding symbols that are good in some situations but shite in others, or that have a chance to be very funny like Midas Bomb. Also to find some way to differentiate yourself from LbaL. you want it to be 'Luck Be A Landlord but [something]', some kind of obvious difference that folks can point to. at the moment it's just 'Luck Be A Landlord but Worse'
Sick. I think for a game like this what’s most important is having satisfying visuals. obviously it would be better if your mspaint drawings were higher quality but I think those are technically fine. I would do some research about hierarchy of visuals (https://www.youtube.com/watch?v=YISKcRDcDJg) as well as general UI design best practices and shit. you should differentiate your common and rare pulls and ESPECIALLY symbols vs powers visually with their popups
Thanks for playing. I do want to make it look better and the UI more different. I want to use my own art but I'm pretty unskilled with art and I need to produce a large number of icons in a short time.
I like it a lot, played it for 20 minutes or so, but... it's just Luck be a Landlord? That game did super well with an honestly pretty similar level of polish, but you might want to think of some way to differentiate Lucky Rogue. Maybe come up with some kind of spin on the idea (heh), somehow making it bigger or deeper in a satisfying, intriguing way.
Something like turning it into an RPG fight so rather than symbols earning money for a deadline, they can deal damage/heal/restore mana/etc. and you have to balance those? Or maybe you can just be Luck be a Landlord but a web game, that works too if you don't care about trying to sell it
Flower build seems overwhelmingly strong because of all the synergies.
I wonder if this could expand to a more complex ruleset with wider synergies to enable different builds or even rules like pushing/transforming other pieces etc. This could also spawn its own genre after some cosmetic changes, think idle city builder cellular automata.
I like the round goal scaling off the current gold as it keeps it balanced, but losing by only 6 gold feels like shit. Could there be a way to do partial losses, like an option to sell tokens or gain negative ones to make up for the missing coins?
I've played this game before. I see you have added many new symbols, synergies, items and a few new animations.
I think the game is fun enough for a couple runs every once in a while, but I'm not sure how you could develop it further. The loop to win consists in picking the same kinds of symbols and items over an over. I like that there's a way to delete symbols too, but besides that there isn't much more strategy to the game, assuming you would even want that in the first place.
I think my build was mostly... bees and mines? lol This was a very interesting experience. I've never played anything like it. The animations, sounds and spinning numbers seem to be doing their job well. They are all addictive and flashy. I like the mechanic of spawning things around a unit/building. Reminds me of RTS games.
It's pretty good, it seems to gather all the money at the end, I wish there was negative things that have downsides but are also good in certain situations, or forced negative items given that interact with what you get.. I did get to round 11.
That was amazing, I really liked this. It's got to be the most abstract way I've ever been a bee-keeper, and I once made a prototype where you keep bees to dig up minerals. The income powers are really clever, and the balance is really good too. I played about 5 rounds, figured out the bee strategy on the first round but didn't get this RNG until the last one I played. This was my last roll. Great game, my only suggestion is that the text is underwhelming for a slots game.
Comments
spinning takes a heck of a long time I think, with the board being scanned three times and all that.
a lot of the symbols seem to be ones that create others, and then benefit from those others. essentially the same symbol with a different coat of paint. if I'm choosing between a flower and a mine then the existing contents of my deck are pretty much irrelevant. I'd add more differentiating mechanics. maybe the mine has a chance to create pollution that removes gold, or disables nearby flowers or something. for this reason I also don't think there's too much to think about in deckbuilding. at the moment it's pretty much 'take mines/trees/houses/flowers when they show up'
It is interesting, though, that when new symbols are created by mines and such, they don't stick around. and also temporarily destroy whatever was in their place.
the elephant in the room of course is that this is pretty much just a worse Luck Be A Landlord. if you look at that game you see a lot of symbols that interact with many things: Zaroff kills all humans, lightbulbs I think buff both flowers and gems. symbols that are good early but crap late like coal. there's a lot of personality and difference to the various symbols in that game; a lot to think about. and Lucky Rogue here just doesn't get the old brain-gears turning in the same way. and obviously the art's not as polished.
Look, I like LbaL, and I'd be happy to see more games like it. but you've set yourself up for an unfavourable comparison here. if you're to keep making this I'd recommend focusing on adding symbols that are good in some situations but shite in others, or that have a chance to be very funny like Midas Bomb. Also to find some way to differentiate yourself from LbaL. you want it to be 'Luck Be A Landlord but [something]', some kind of obvious difference that folks can point to. at the moment it's just 'Luck Be A Landlord but Worse'
Sick. I think for a game like this what’s most important is having satisfying visuals. obviously it would be better if your mspaint drawings were higher quality but I think those are technically fine. I would do some research about hierarchy of visuals (https://www.youtube.com/watch?v=YISKcRDcDJg) as well as general UI design best practices and shit. you should differentiate your common and rare pulls and ESPECIALLY symbols vs powers visually with their popups
Thanks for playing. I do want to make it look better and the UI more different. I want to use my own art but I'm pretty unskilled with art and I need to produce a large number of icons in a short time.
I like it a lot, played it for 20 minutes or so, but... it's just Luck be a Landlord? That game did super well with an honestly pretty similar level of polish, but you might want to think of some way to differentiate Lucky Rogue. Maybe come up with some kind of spin on the idea (heh), somehow making it bigger or deeper in a satisfying, intriguing way.
Something like turning it into an RPG fight so rather than symbols earning money for a deadline, they can deal damage/heal/restore mana/etc. and you have to balance those? Or maybe you can just be Luck be a Landlord but a web game, that works too if you don't care about trying to sell it
Thanks for playing and leaving feedback. Luck be a Landlord was my inspiration to make this game.
Very engaging. I played for almost two hours. You should really broaden the scope and also slow down the goal
Thanks for playing and leaving feedback.
I kinda like this concept.
Flower build seems overwhelmingly strong because of all the synergies.
I wonder if this could expand to a more complex ruleset with wider synergies to enable different builds or even rules like pushing/transforming other pieces etc. This could also spawn its own genre after some cosmetic changes, think idle city builder cellular automata.
I like the round goal scaling off the current gold as it keeps it balanced, but losing by only 6 gold feels like shit. Could there be a way to do partial losses, like an option to sell tokens or gain negative ones to make up for the missing coins?
Thanks for playing and leaving feedback. There is still balancing to do and add more symbols.
I've played this game before. I see you have added many new symbols, synergies, items and a few new animations.
I think the game is fun enough for a couple runs every once in a while, but I'm not sure how you could develop it further. The loop to win consists in picking the same kinds of symbols and items over an over. I like that there's a way to delete symbols too, but besides that there isn't much more strategy to the game, assuming you would even want that in the first place.
I think my build was mostly... bees and mines? lol
This was a very interesting experience. I've never played anything like it.
The animations, sounds and spinning numbers seem to be doing their job well. They are all addictive and flashy.
I like the mechanic of spawning things around a unit/building. Reminds me of RTS games.
Thanks for playing and leaving feedback. It's pretty random what you get.
It's pretty good, it seems to gather all the money at the end, I wish there was negative things that have downsides but are also good in certain situations, or forced negative items given that interact with what you get.. I did get to round 11.
Thanks for playing and the feedback. I have wanted to add negative stuff.
That was amazing, I really liked this. It's got to be the most abstract way I've ever been a bee-keeper, and I once made a prototype where you keep bees to dig up minerals. The income powers are really clever, and the balance is really good too. I played about 5 rounds, figured out the bee strategy on the first round but didn't get this RNG until the last one I played. This was my last roll. Great game, my only suggestion is that the text is underwhelming for a slots game.
Thanks for playing and the feedback. Glad you enjoyed it.