I played a good amount of this.
It's fun! The slot machine stuff hits well, and it feels good! Right until it doesn't... Which for me was right around the 1.5th level marker. Not sure if I was doing something wrong, but I would get my ass kicked by a queen or king, much less challenge a second level boss. I thought I was getting the hang of it, but was maybe just getting carried by good items (The all dmg = 8 was very good!).
Anyways, some bullet point thoughts.
- Good art style! Everything flows and works well.
- Some time rolls can get tedious. Regular slot machines have a function to "auto resolve", and it wouldn't be missing here, even though that loses some of the "skill" benefit
- Like I said, the game is really hard! Maybe ease up a bit, or ideally make icons a bit more powerful IMO
- Some enemies can just be 100% round over, which kind of sucks. With my limited control over dmg output, it makes approaching some of the mini bosses too daunting.
- With the money gun was more viable. It and most of the healing icons felt almost like detriments. All my best runs were dmg focused.
Anyways, really like the game, think with a few balance tweaks it'd be ready for steam. I'd buy it at least.
Viewing post in One Armed Bandit jam comments
Thanks for playing! Glad you have fun
I'm really struggling with balancing this game, so thanks for the feedback. As the dev I'm quite experienced with button timing and getting the most out of the minigames and I know what the enemies do exactly, so I can't reasonably balance the game based on my own thoughts. I'll tweak the game to be easier with some gut-feeling changes, but I will also implement player data tracking for post-release balancing. First 10 runs being all losses without even reaching chapter 3 is going to be a refund
Money Gun I think is viable as a build-around, but I will concede that healing-based builds and green in general needs some help