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(+4)

As much as I like the idea, I don't know how much it adds over standard Rock, Paper, Scissors. Rock, Paper, Scissors is an inherently random game with no real sense of strategy. As such, I do like the idea of adding strategy to it. It is interesting to be able to think through what the other person might do with their different point values. Will the person put their strong rock on three with the risk of me putting my paper there, or will they instead use their lower strength paper thinking I'll use my rock? But then there's the problem: just like Rock, Paper, Scissors, I have no idea what the other person will do and the other person has no idea what I will do. While there are more mechanics, there isn't really any more strategy.

Other than the base idea, I do think the controls should be more clear. Maybe it's just itch.io messing up controller inputs, but it still took me a while to understand what the buttons were, especially with the use of PlayStation icons over the more standard Xbox lettering and the low resolution.

I do like the music, but it says you didn't make that so I won't dwell on it. You made good choices on the audio.

The graphics are pleasant. Everything looks good and I can definitely see this looking good on a hypothetical physical Pico-8 system. I think that the UI could be clearer just like I said regarding the controls, but the game looks good nonetheless.

Overall, I enjoyed the game. I do like the idea and it is a fun twist on the initial prompt. Unfortunately, doubling the randomness doesn't make the game less random, and I just can't see myself preferring this over standard Rock, Paper, Scissors in most situations.

(1 edit) (+1)

Thanks for the detailed feedback!

Controller clarity is definitely a problem as it doesn't give you any feedback to what the square button is at first. Can definitely add something like a "check your controls by clicking the icon in the bottom right!" after the jam but for now I'll add something on the itch page.

My idea for generating strategy was that as your hands have different strengths, they become more or less powerful (I.e having the advantage in a tie), coupled with the fact that each game is worth different amount of points (where winning games worth more points is better) then suddenly it's not fully random but you can see where the opponent could prioritise their best hands. Like the layers of bluffing in poker.

Obviously the execution or the weighting of the above wasn't as strong as I would have liked in this case (or I didn't explain it enough in game), but that's just the nature of trying things in game jams!

The UI definitely needs improvement. The arrow thing was a holdover from when I was going to put a 2 player mode in where you could need to keep your actions hidden from each other.

Do you think this game would work better in person with another human player where you could adapt to their playstyle and have those interactions with them?