Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit) (+1)

Foreword:

This game isn't completely bug-free. But overall, it's mostly stable?

Along with usual card-based randomness.

So just know what you're getting in to.

=================================

To play:

Click on cards in your hand, 

then a button.


P = PLAY

  • Multiple cards
  • earn money
  • potential to lose game (hit 'landmine' trick card)

G = Guess - is THIS your card?

  • Single card
  • potential to win game

Each turn, you will draw back up to your maximum hand size (5 cards)

unless the deck is exhausted.

=================================

Setup:

Ace is HIGH ONLY (above king)

Deck = As far as I can tell...

  • 2 jokers (additionally, can buy an extra one in store)
  • 52 card deck? (or 50? I'm not good at card counting)
  • I think none are repeated?

=================================

Play values:

(money is only visible in the case :/)

  • Royal Flush (a k q j 10, same suit) = $30
  • Straight Flush (run of cards, same suit) = $26
  • Royal Straight (a k q j 10, different suits) = $23
  • Joker = $20 ONLY SOLO!!
    • WARNING - playing alongside any other card, you lose this
    • WARNING - doesn't make money from 'guess', only 'play'
  • Straight (run of cards, different suit) = $20
  • Flush (same suit) = $18
  • Full House (triple, and pair) =  $15
  • 4 of a kind = $12
  • 3 of a kind = $10
  • Two Pair = $7 -- note: it's actually worth more to play the pairs separately
  • Pair (Aces, 4s) = $5
  • High card = $0
=================================

Shop:

Each purchase = ONLY ONCE per game!

Early Money:
$10 = JesterHat (1st spot) == Turn RANDOM card in hand to Joker

effectively a 'quick' $10

------------------

Risk:
$15 = '$^'(2nd spot) == "Double next money earned" -- But playable only once.

Extra money (effective over baseline):

  • Royal Flush  = +$10
  • Straight Flush = +$6
  • Royal Straight (a k q j 10) = +$3
  • Joker = baseline
  • Straight = baseline equivalent
  • Lower = not worth (flush = $3/-2$, full house = $0/-5$, rest = net loss)

Reasoning:

To make good use of this chip, you need ridiculous odds.

Playing alongside a joker, it doubles the card value from $20 to $40...

But It costs $15 to play. And you would have gotten $20 from it anyway.

So actually, it only ends up earning net $5

ie: as much as playing a pair would.

Strategy:

Possibly sink with a Joker just for the guaranteed extra $5.
Unless you get REALLY lucky.

------------------

Must:
$30 = Skull(5th place) == Lifeline (Saves from playing trick card once)

Visual Effect:

  • Skull Chip appears in top right.
  • Flashes "Saved" if it happens. 
    • Chip in top right disappears.

Strategy:

Can be used to "smash"/bulldoze cards (5 discard at once = you'll still be 'safe')

once you have $70 for endgame

------------------

Endgame:
$50 = '!' (8th place) == Tells if trick card is in hand

 Visual Effect:

  • "TRICK CARD IN HAND!" popup, if is
  •  "Trick card not in hand..." popup, if no

Strategy:

Last 10 cards, use this, it'll tell you if it's the first 5, or last 5

$20 = '?' (3rd spot) == Refreshes number of guesses

WARNING: won't save you if your guesses hit 0!

Effective guess number with this = 5 total

Strategy = Guess Guess - buy this chip - Guess Guess Guess.

Shit or bust.

------------------

Useless?:

I can't tell exactly how these work from the description, and frankly, they're expensive for what they are.

Might be worth in niche situations?
Or if you're accidentally loaded.

But I'm not going code-diving to check.

  • $35 = 'A' (6th place) "Tells if trick rank matches rank in hand"?
  • $45 = '<3' (7th place) "Tells if trick suit matches suit in hand"?
  • $25 = (4th place) '<3->' / ?? "Changes rank/suit of trick card"?

=================================

My Strategy:

Overall:

Any jokers you get, play them on their own.

You can speed through first ~20 cards.
If you lose, it's relatively unlucky, start again.

Be wary of discarding too much at once.
Each discarded card 'advances the doom timer'.

Your ideal goal is to build up ~$100 for safety and endgame.

  • $15 can come from Joker chip, and Doubling chip,
  • $40 will hopefully come from in-game jokers
  • meaning you wanna make at least $45 through combos over the course of the game

That's 

  • 1-and-a-half Royal Flushes, 
  • or 9 pairs, 
  • or something in between.

------------------

Early (0-20 cards discarded):

Since it's early, you can play high-risk, and restart if it doesn't work out.

Try to get Joker, or a high value combo to get you set up for later.

Play any unrelated pairs

@ $10:

Buy Joker chip -> sell Joker = +$10

Alternatively: save for buying with $15 for safe $5

@ $15:

Keep an eye out for
Royal Flush ($15) / straight flush ($11) / Royal Straight ($8)

Joker ($5) = 'play it safe'

@ $30-$55:

Buy Skull (safety) chip

------------------

Mid (20-40 cards discarded):

Try to build back up to $70

You can discard one by one here.

After getting 'endgame' money, Smash cards (discard-5) with skull until you (hopefully) get near the end.

------------------

End (40+):

Buy '!'chip ($50 is trick card in hand)

  • is = Start Guessing
  • isn't = discard all 5 -> Start Guessing

Guessing = Guess2 -> buy '?'chip ($20 guess refresh) -> Guess 3

=================================

Win?

If you did everything right, and also the stars aligned, you might see the win screen! Hooray!

Note: the Joker/Ace is actually misleading here.

The trick card is completely different. This is a static screen.

(+1)

I wanna start off by saying this is such a beautiful breakdown and reading this made me so happy. I also wish that I had time to make a tutorial for the game, a lot of these details would be in that tutorial.

Okay so you are mostly right, almost everything you said was spot on.

To Play: 

Completely correct. The deck is supposed to disappear once its exhausted, but for some reason it did not end up working in the final build?


Setup: 

Ace is indeed high only, though I wanted to add low as well.

Deck is spot on: 54 cards with 2 jokers, no repeats.


Play Values:

(I really don't know why I made money only visible in the case, I thought it looked cool but from an accessibility standpoint that was a very wrong choice.)

Your play values are correct. I meant to make a Two Pair worth more before I finished the game but I spaced it. Jokers would have been in the tutorial as a "free money" card.

Fun fact: Jokers can never start as the trick card, but can be changed into the trick card via the "Death Save" chip


Shop:

I love how you categorized the chips into effectiveness, and I completely agree with you. I think the extra money chip could use some tweaking, but I tried to avoid must buy chips every game (obviously failed with the death chip)

The explanations for the chips in the Useless? category could have been longer if I had the foresight to create a new popup for the descriptions of the chips. These were ideas I had early on and I thought that they would be good, but then realized close to the end of the jam that they were not that good lol.


Your Strategy: 

Love this part. Your breakdown is very thorough and concise. I don't have much to say about this part, it's very good.


Closing:

I didn't even realize that the end screen could be taken as which card was the trick. I was trying to think of ways to show which one was, and I didn't think of that somehow but its so obvious. I ended up not getting to it in lieu of other features, but if I ever clean this project up I will certainly add that.

Thank you for this breakdown, it's so cool to me that someone would take such time with one of my games. I'm sure to other creators who's games you've done this for feel the same way. 

I'll likely add most of this information to the itch page when the jam is over, I'm not sure if I can do it right now. Sorry if you felt that there wasn't enough information on how to play and you had to make your own tutorial... life got in the way of this jam for me and I couldn't add everything I wanted to :(

(+1)

> such a beautiful breakdown and reading this made me so happy

<3


> Fun fact: Jokers can never start as the trick card, but can be changed into the trick card via the "Death Save" chip

I thought this might be the case!

I wasn't 100% sure, but it's cool to see how it was set up :)


> I didn't even realize that the end screen could be taken as which card was the trick

Hehe, I'm glad I could provide the suggestion then


> life got in the way of this jam

Life is life. 

I did my own things that got in the way of my entry too haha. Yours is way more complete/polished

But I'm glad that you had a chance do so much, and that we could have this interaction ^_^

(+1)

> These were ideas I had early on and I thought that they would be good, but then realized close to the end of the jam that they were not that good lol.

They might be?

My approach is pretty brute-force

I like to think there's a better way to find out, or manipulate what the trick card is.

But I'm not sure I know how to with the tools available (one of those tools being my memory of discards and knowledge of statistics)

Maybe someone else can find a more elegant solution :)