Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(1 edit)

Very cool concept. I'd wish for the following changes:

- The bandit being either completely reflex-based, but with infinite time, (each reel spinning indefinitely, and stopping ~immediately on button press) or not at all (no button press, combat is completely automatic). The way it currently is, with 2nd and 3rd reel stopping shortly after first one, automatically - maybe I am just skill-issued, but I always feel like there WOULD be right time to press the button, it's just too tedious for me, to calculate the reels in the head. And I just try to press when I see red or whichever color I stacked on the left and then hope for the best. Idk, maybe just offer all 3 styles of Bandit and let the player decide.

- The initial loadout not be randomized. Either always the same, or a few different ones to choose from ("classes")

- For deciding which symbols to pick up, perhaps I haven't understood the full depth yet, but I felt that just stacking one single color was easily the best strategy. Otherwise I would just get too many dud spins. Don't really understand the combo/multi pieces, though, do they count as any color? Anyways maybe you can come up with more ideas to enable mixing the colors, or balancing dud spins. Or maybe they already exist in the game. Was just my thoughts while playing.

My performance so far, if you care: First run died to first enemy (a dice), second run died to first boss, third run went up to 500 coins at first encounter, reached second floor, lost 60 health to a barwoman pitching drinks so I had 4 health at the 2nd boss and lost. I have no complaints. (Reading through this again, makes me think, what if there was no health, but you lost at 0 coins? Would fit the flavor very well and make for sth. different compared to all the other roguelites with coins.)

The animations and visual style I think are very cool and fitting. The unlocks are confusing to me, because why am I unlocking these things? I am barely even finding items in the game world. In the first 15 minutes I "unlock" 3 items, that have exciting descriptions, but I only find a single item to actually pick up. But this is something that I don't understand in many Roguelites, e.g. in Enter the Gungeon it makes absolutely no sense to me either. But in RoR2 I love it, because the unlocks come from doing more or less crazy things in game. There's the special satisfaction, the first 10-20 hours of playing RoR2, where you do something insane and have the beautiful popup with an item unlock. Like the game telling you, ya, that was indeed mad.

So, I am a fan of this genre and I would've bought your game on steam for 5-10€ from the pitch and screenshots. Keep trucking!!

edit: Playing a bit more, I realize I have been stupid. The 2nd and 3rd reels can never be controlled, I thought they could be if one pressed fast enough. So it's quite a bit of luck, all in all, I like that. The Multi symbols clearly have 2 different colors. That is also nice.

Thanks for playing!

The slot machine being completely reflex-based was tried before and not popular at all. People were getting tired of trying to constantly time it, and it became a game where you're constantly in Quick Time Event mode, and the payoff between timing it right or not was so huge that you couldn't just give up on it. Making it fully automated would make the game a complete auto battler, with no player agency in battle. The current system is the best middle ground I could find, where you can time the first reel to nudge the odds in your favour, but the quality of the follow-up spins are random, lifting the pressure from the player significantly. Players who want an autobattler already have the choice to just mash the button immediately

Randomized starting loadouts will be an unlockable feature, and yeah, they probably need some refinement

Stacking one color is indeed one of the best ways to go, however there are enemies in the game designed to counter a specific color so I usually like to go 2-3 colors. Going for more than 4-5 colors will end up quite inconsistent unless all symbols are 2+ colored

I considered making money equivalent to health, so that you're trying not to go "broke" instead of having generic health, but I think that would take away too many health-based interactions.

Unlocks are completely arbitrary with no thematic reason. Kinda imitates Binding of Isaac in that way, where things just show up because stuff happened. Not the best in terms of integrating the theme, but I think it's an acceptable standard in the genre

(1 edit)

>The current system is the best middle ground I could find

Yeah, I agree it’s good. Just didn’t understand how it works at the start. My only experience with One Armed Bandits is from Pokémon 1st gen.

edit: To be clear, the way I thought the reels worked was that you have a short 1-2 second window to stop all of them manually, one by one. I did not understand that the 2nd and 3rd are completely uncontrollable after hitting the button once. So I was even more stressed out than people that played the old version, because I thought I should find the perfect timing for reel 2 and 3 within the 2 second window after stopping reel 1.

Played some more, this time recorded https://www.twitch.tv/videos/2026572022 & https://www.twitch.tv/videos/2026584363

  • I am getting stutters in the game, it feels like each time I start it, gets worse. You can maybe feel it in the stream recording. Stopped OBS once to see if that was causing it, but lags remained.
  • Idk, playing more, I really don't know about these random reels. I feel the strategy comes down to "stack 1-2 colours, and know which 1-2 types of enemies you can beat with that." The other enemies are in some cases not only "hard" but statistically nigh impossible. There is a bunch of enemies that grind you down badly if you do not find an ultrafast K.O.
  • Timing each reel individually, there would be some point in playing a "jack of all trades" all-colour build, if you are very good at timing, because it would have the benefit of being able to farm all enemies. But as things are right now, if you have too many colours, you simply will never hit anything.
  • Expanding on this, I feel the enemies that manipulate your slot machine are really stupid (now?) because quite soon you are just unable to hit anything. You go from an OK machine to regular 3-4 turns of nothing in a row.
  • Maybe the fix to individual reel-stopping being to stressful is just making reels (much?) slower? After all, there is also a strategic angle in deciding, given 3 randomized reels, which 9x9 you want to hit. If you are stacking all red, you don't care, but if you have more mixed colours, you can actually try to hit blue vs. machinegunners, and red vs. tourists, and yellow when you need money, and so on.

Just some more thoughts, idk, take it or leave it, might play more and change my mind more. Need to get a purple build running at least one time....