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(+1)

This game is essentially rock paper scissors because if you could know your opponent's actions in advance you'd be able to counter them perfectly and win (assuming you have equal dice rolls, and here you definitely don't, so it's even less fair than rock paper scissors). So I can see why you decided to hide them, but this unfortunately makes the game feel like it's mostly being driven by "output randomness" (a la Mark's video on the subject).

I can see this game being more fun in its intended setting of a tabletop, played against another real person, because you could start playing mind games (e.g. "what would my opponent do in this situation") just like you could do with rock paper scissors. I wouldn't play rock paper scissors against a computer though.

There's something nice and simple about this format of fighting on a 1-dimensional axis, and I'll bet you were planning to introduce different weapon types that have different spatial advantages, but I feel like you can explore introducing more "input randomness" so that there can be more player agency and expression. Or maybe randomness is just altogether not right for what you're trying to achieve. Subset Games struggled with the same problem when they were designing Into the Breach, maybe you could look there for inspiration, but of course there are many ways to go about this.

(+3)

First thing first thanks for taking the time to leave a detailed comment. It made me think a lot about what my game is and what I want it to be, so that's very precious.

That being said, I feel like you want this game to be something that it is not intended to be. The fun of it for me is to assess your chances and spread your resources accordingly in order to minimise risk and create windows of opportunity for a hit. Not knowing what your opponent would do,  but trying to anticipate the worst case scenario and choose when it's worth it to take risks is core to the experience I was trying to deliver. There is output randomness for sure , but I don't think all output randomness is bad.

I do agree that stuff is missing though. Your bet was right, I was planning on adding different weapons, but also different skills, another resource to manage, and other actions. And an AI that is a bit more than weighted randomness (or at least a finer weighted randomness, as the opponent should never be 100% predictable.)

Thanks again for your comment, it took me way too much time to answer, as you made me think a lot! x)