Which features do you want to see developed for Goal 1?
Choose your most favourite one, the top 3 will be developed as part of Goal 1.
You can contribute to the development of Grim Grimoire with a contribution that will help me to reach the next Funding Goal.
With every contribution of $2 or above, you will also have access to the Supporters Files, a bonus pack of game information as the Card List, containing all the Cards stats, the Encounters mechanics and all the future documents and gift that will be created during the game development.
Go to the Download section to become a Grim Grimoire supporter!
Yes, let me know. You might develop a game I could fall in love with, who knows? :-)
By the way, if you need again my tutorial links let me know. You lost the link when you deleted your game submission page.
Don't try to make too big projects at first, start small so you don't lose confidence and you will learn soon lot of experience!
This is the first version released to public after the game jam version. You will notice lots of new things, please refer to the Game Versions post to see all changes in every versions from the first one to the current one.
Main new things are the map that can be explored and elements in the map that makes the game finally playable.
Now there are Locations and Enemies. Locations will give you a chance to trade cards and increase your Grimoire size, while fighting with Enemies might let you lose or earn cards, depending on how the battle goes and how many cards are present in the enemy's grimoire.
The map is procedurally generated at every game, so every time you will have a new game experience.
The game still doesn't have an end since I am still working on features to add, but in a few days a first core game should be ready.
Also about the audio part, now all creatures have sounds effect for all their actions. Options are still not available, so bare with me for a while and I will let you customise the game if you want to remove those SFX.
Further game development will involve the community, were you will have voice to decide what I will focus on, using polls. Also further development will be carried on only if there is interest and support from the community. I will create goals to cover development costs and the next stage of development will start once the goal has been reached with donations. More details about this soon, in another post.
I have a list of bugs that I will publish, so you will not have to waste your time in reporting those, but if you find new problems please comment on this post.
KNOWN BUGS:
When a Player's creature moves into the front line from the central one, and after it's the turn of another Player's creature that is on the defensive line, the latter advance automatically into the central line.
Sometimes after Game Over, the new game doesn't show correctly the Cards in the Deck Creation screen (bug notices for now sporadically only with the Random Deck choice). [A first bugfix attempt has been made, need to see if the bug occours again or not].
Sometimes Escape Button is visible when it's not the Player's Avatar's Turn.
Enemies can't attack backwards (CPU Enemies don't have proper actions yet, therefore Slots don't register their new position when moved with Player's controls).
When Enemy moves towards the Player, the Player's units behind the Enemy attacks to intercept instead the ones in front (could be due to the CPU events not set up yet).
CPU does not attack Player's unit that moved over them to attack their Avatar.
Enemy archers in the middle line do not attack player's defense line if enemy has frontline full of their units
Thank you for playing Grim Grimoire and for your support.
I'm sure this game can improve very much with your help!
Simone
Biim Games
Ver 0.14.3 04/02/2025 (Published Version)
Ver 0.14.2 02/02/2025 - 03/02/2025
Ver 0.14.1 01/02/2025
Ver 0.14.0 30/01/2025 - 31/01/2025
Ver 0.13.6 30/01/2025
Ver 0.13.5 29/01/2025
Ver 0.13.4 27/01/2025 - 28/01/2025
Ver 0.13.3 26/01/2025
Ver 0.13.2 25/01/2025
Ver 0.13.1 24/01/2025 - 25/01/2025
Ver 0.13.0 23/01/2025
Ver 0.12.2 13/01/2025 - 22/01/2025
Ver 0.12.1 13/01/2025 (Published Version)
Ver 0.12.0 13/01/2025
Ver 0.11.0 13/01/2025
Ver 0.10.2 13/01/2025
Ver 0.10.1 12/01/2025
Ver 0.10.0 12/01/2025
Ver 0.9.0 12/01/2025
Ver 0.8.0 11/01/2025
Ver 0.7.0 10/01/2025
Ver 0.6.0 09/01/2025
Ver 0.5.1 08/01/2025
Ver 0.5.0 08/01/2025
Ver 0.4.0 07/01/2025
Ver 0.3.0 06/01/2025
Ver 0.2.0 05/01/2025
Thanks, that's actually a nice idea, however that might lock the player in an area without too much chance of progressing. It's already possible that it happens with water, but unlikely, but if I add the mountain too, that's 2 type of Tiles out of the 5 available, so chances becomes quite high for a lock. I could add that idea in the future if the player is able to find an item or something else that grants the ability to move on mountain, in that case the limitation would be only partial until a certain point.
What I am wondering to do is to add the classic movement cost that makes the mountain not the best choice to go through, but at the moment the game doesn't have a time restriction, so counting days for traveling has no effect in the game.
What is instead present now is an higher chance to find tougher enemies on the mountain, both in terms of quantity of cards in their deck and in terms of tougher card/creatures.
A new test version of the game should be ready tomorrow or the day after, still not complete, but I want to get the core mechanics right before adding options, instructions, game ending and the like. With the current version I am working on now, all card/creatures now have sfx, the player can navigate on the map, find locations where to earn some cards and lose others and also find enemies with different deck type and size to battle. You can actually finally reach the game limit that would let you end the game (10, 20 or 30 cards in your deck), but there is no end game yet, so the game just continue endlessly or until you find all location and defeat all enemies. I have a list of bugs, but I will publish the game before clearing all of them, just to give you and the others something to play in the meantime ;-)
Thank you for your passion and support for the game! :-)
Well, that explains a lot. But for people from the outside (or lazy like me) it will be unintuitive and frustrating. Would be nice if you could somehow introduce player to this in game. Maybe some small storyline?
Yes, definitely, now that the game jam is concluded I can work on the game and improve it, especially adding in-game information about how to play and why of some restrictions. Need to make a brief story around it ;-)
Ok. Now I understand why there were those die rolling sounds. You could tweak the description with some better spacing / die icons. Should be much more intuitive for more casual players.
Yes, I supposed to add a die with the result and show some sort of battle log, but I scrapped the idea for the jam, postponing for later.
There will be an option to show those calculation for players that wants to see them.
This leads me to another issue - I've seen creatures with blue progress bars. I didn't know what they really are until some creature got damaged. I was suspecting some kind of mana / energy and that damage bar is not yet implemented due to my bad luck and miss mechanic. I think you should stick to the convention and use green bars. I would even argue they should be horizontal.
You are right, originally they were green, but the colour was confusing a bit with the background, so to avoid issue for players that might have visual difficulty, I changed it to blue for higher contrast. Will probably go back to green having an outline or such.
I tried to have horizontal bars, but initially that wasn't working because in my first game layout, creatures were overlapping to give a sense of dept, I then discarded the option due to the difficulty of showing the lifebar and understand which one is which, especially on small screens as mobiles, that's why the design changed as it is. I like the idea of overlapping the creatures, so I might find a way to show them in that way, probably another option that players can take advantage of, when playing on computer screens.
As you can see, having the bar horizontally would be confusing if I do the overlapping. I will play around with these options and see what I can do to make it looks nice and at the same time be functional :-)
I agree. But i still think it should be easier said than done. I think Hearthstone's Taunt mechanic would fit here much better. It should provide very interesting choices and game dynamics. You could put some barricade to protect your weak hero. Oponent could counter that with rats who could still be able to breach it. Some bigger creatures like Troll, Ogre or Bear could have taunt too and maybe only swift/flying units could pass em. Maybe you could make em blind / frozen or apply any other cool counter effect.
Thats cool for me. But for many lazy users it may be a big blocker. You should think about some form of guidance explaining the core concepts - especially those unique for your game. I know it's a lot of work and not for a game jam. But now you have little bit more time I suppose :)You are right, and as said at the beginning, in-game info is one of the first things I have to develop to let players understand how the game works. Unfortunately no one wants to read any more manuals :-D
I'm terrible in remembering names, so I don't remember too which one was your game.
First of all, don't worry about the result, hey I'm not happy too to don't have won, but honestly there were many entries better than mine I can't really say my game was better than most of the ones above me. I can disagree with someone being above my game, but here we have to consider many factors.
Here some for example:
1) Not every game was rated by everyone. That means that most of people played the games they like. For example, if developer X loves adventure games and doesn't have much free time, it's unlikely that will try a sport game that is a genre that doesn't like.
2) Everyone has different taste. Take just one thing of the many present in a game; art. Someone loves pixel art, others can't stand it. When they go to rate that there will be an influence from those preferences. Yes, a nice pixel art game can be appreciated even by the ones that don't like the style, but someone can vote with 5 stars, while others with 4 and when there are only 5 stars to assign for vote, sometimes is even difficult to decide if a game deserve that additional star. Consider then that all votes might have just a slightly difference, but that can cause a game to start to go down on the leaderboard. Look for example the difference between 2nd and 3rd place in the overall category. Dear God... scored 4.046 stars against Orebits that has 3.989. Those are basically both 4 star games, but just by a tiny fraction of a star, one game went above the other.
3) Quantity of votes. Again take the Dear God... and Orebits. The first got only 13 votes, while the second 18. However those that votes Dear God... made a big difference, because with small amount of voters, people can make an overall big change in the average of a game. If someone votes all 1 star in a game that gets such small amount of votes, that will drop the game very low even if the other voters gives an average of 4 stars.
Other things that you have to consider is that first of all, you won anyway. You made a game in a short time, it doesn't matter if you completed it, have it partially working or end up having a messed up game in your hand. Experience is a factor that can only grow. There is no such thing as gaining negative experience. You have learn something for sure. You now know how to manage better your time when developing a game, you know what people like about your game, what can be improved, you know how to create a particular function for the code that you never created before and so on. So you have already won, getting experience. Yes, no free Construct 3 license, but is the price of a license higher than the money you can get if you know how to develop a good game? Probably not. If you learned how to make a good game, even if it sells only 1000 copies and you make $1 per copy, you still made more money than the value of the license and the good thing is that your experience doesn't have an expiring date ;-)
Now you have also another thing to consider. You made a game, again, I don't recall your game, but I am happy to talk about it. Actually I saw that you reply twice to my comments on your game, but I can't see anymore the discussion. So, if I gave you a feedback it means it was already good for you. You got people's attention and they were happy to give you a feedback. Believe me, being ignored is much worse than an eventual feedback that says what you should improve on your game. Because no feedback means that you have no idea why people doesn't like your game, so again as my previous point, the feedback gives you experience. Now you have a game and if the game is expandable, you got already a prototype that you can use as base to develop a commercial game. Is that a bad thing for you?
Another additional point is, what type of game people has developed for the competition. See, someone opted for a small little game that is nice to play, but it's difficult to expand, while others like me has decided to create the base for a game that can be developed in greater scale later. So, for me, the real victory wasn't to get the C3 license, yes it would have been good for my ego, I admit it, but the best prize for me is to have people that are giving me feedback and are sincerely interested in see the game developed further more. If I arrive last at the competition, but those following the project will help me to reach my first 100 or even 1000 fans, do you think I would care to be the last one in the leaderboard? Have you ever seen singing competitions where someone wins and no one cares about their song and the ones that perform poorly in the competition becomes instead the big hit of the year? I saw it happening basically all the time in the Italian song contest. Here it could be the same.
I can keep talking about many things, I did lots of game jam and while my very first jam was a disaster, and that was in person where I had to travel and pay to participate, the following year I won the same competition and the year after as well. So, again, the experience you had this time, will help you next time.
Now that I am writing, it comes in my mind that your game was maybe the vertical shooter with the fight with your brother at the end. Am I correct?
If so, I gave you links to my YouTube channel, with suggestion on how to improve your skills. If I recall well, it was your first time using Construct, so hey, that's a big win for the first time. You made a working game with a new engine in a short time and people liked the twist of fighting your brother at the end. Again, not sure if that was your game, but if so, that wasn't bad at all. It's just that there were so many nice game from people with years of experience. Some games were developed by two people, so that's another "unfair" point, if you look at it in a competitive way, but don't worry, you have a base for a game that you can expand or maybe just abandon, but you learned something. In the future you might find someone asking to develop a game for them as freelancer, maybe they want to develop their dream game, it happens often with artists that can't code. You could help in making their dream become true because you made this game in this jam and learn from it. I get some of these jobs because I do lots of little games of different type as prototype and I never regret the time spent in making a little game that maybe no one played, because that game could bring me enough money in the future for live for a few months.
Now after all this reading, how does it sound your experience? Still bad? If so, don't worry, in a few days or maximum weeks, you will have understood the prize and gift that you made to yourself with this experience :-)
Thank you. Yes, I will definitely continue the game development and try to involve the community for the creation of new cards.
Such cards you have suggested, like increase Initiative value and such, were already in program to be released during the jam in the exploration part. Unfortunately I couldn't work every day on the project, so I cut them out. If I had even additional free days to work on the project, even equipment was supposed to be added, like armours, weapons and such, each of them with their "heathbar" to make them consumable. Anyway, lots of things to do for the future, and if you follow the game development you are more than welcome to participate in the discussion threads I will open :-)
I have three other projects that need to be completed as well in the next months, along with the reform of my house, so hold on. Development will not be super fast, but I'm a full time indie developer, and if I don't have freelance work I can focus on my projects and develop them at good pace.
Thank you again for your suggestions and enthusiasm for the project! :-D
I will try to release a quick fix version of the jam in the next days. Not big stuff, but enough to try to give it another go ;-)
Thank you very much for playing the game even if it's not your type.
The game really needs a in-game tutorial, at the moment there are full instructions in the game page, if you want to know how it works and what it is not really functioning, due to the time limitations of the jam. That could be the reason why it took you a bit of time to create the deck.
If you are curious to see how the game will evolve, follow the project. I'm willing to continue to develop it and involve the community for the creation of new cards.
Oh, so it was much simpler than I though, tanks for explain.
Well, you can definitely add those suggested mechanics, with multiplayer just send messages from peer to the host and vice versa and you can easily do it. It doesn't matter if no on knows you, you can do it for getting use to create multiplayer games, increase your portfolio and show that you can build multiplayer games and finally invest for the future. No one might know you now, but the game will still be there. Even after one year from its release, people can discover and play it. Also you might be willing to add it to game portals, giving you an additional route for getting income from your game ;-)
I am not very familiar with the genre to be honest, because just clicking doesn't seems fun for me without meaningful choices, but yes, some people loves it. I remember years ago a flatmate playing an app that the whole point was to click to get +1 (virtual) dollar. I couldn't understand, and still I don't, the fun on just seeing the number going up without any challenge. Lucky the ones making money with such easy apps to develop! :-D
I think that adding that option and show it as option in a trailer, would help to earn also that type of players that likes Tetris and similar games. So you will have both clickers and "puzzle game" lovers as potential players :-)
Adding the option is just a few lines of codes, but the benefits are why higher in terms of potential players.
Good luck with your full game release! :-)
Really nice game!
I like that you show the rarity of the cards, that's the first thing I noticed in the game and it felt so good to have, yet it's just a simple thing to add. It let's you think like "Well, I got this uncommon choice, it will not happen often, I should start with this". And so I did :-)
Nice art, relaxing colours and UI.
At first I didn't understand I could destroy with the mouse click as well, I was just enjoying the bouncing ad rolling of the axe, then I notice the Clickaxe icon and I found out later you can upgrade those. Nice!
Finally, one of the first things I thought is that it had the same mechanics as puzzle games like Tetris or Puzzle Bubble. That's when I started to click to see if I could break a block and it worked. Well, the death on unbroken blocks is not there, but I think that you should add it, at least as game option. That would justify more for me the challenge of the game, that at the moment I don't see. Yes there is the challenge of unlocking things, but for me the real fun and challenge would be to don't leave blocks passing the top part of the screen. Try to put this option and play with that and let me know what you think about it.
The game has lots of upgrades and it looks already like a product that is nearly ready to be shipped.I am sure you have a nice game on your hands, you just need to polish and add a few options and you are done!
Congratulations guys! :-)
Really nice game, I can imagine myself playing this on my MSX when I was young. Really great retro feeling.
As the retro feeling brings enjoyment, it brings me the same stress for not be able to play this type of games. I find it very nice, but I am sure I will enjoy more seeing a friend playing it and panicking rather than me be in the panic, but hey, that's great for the idea you wanted to deliver and you did it greatly.
Nice art, music and gameplay, you guys did a really great job. I would just improve the timer, with all the things to keep an eye in the scene, I totally missed it and the first games I didn't understand why I was dying all the time. I thought it was for the windows that are red coloured. Maybe the heat burned me? No, it was the timer. Make it blink or something and add a ticketing in the last 5 seconds to give the urge even more to move on without having to be leave the focus of the action to check the time.
And yes, it's normal that you can't jump while on the ladder and it's one of the reasons I'm so bad at this type of games, but hey, I would have probably developed the game with the same exact mechanic because it's part of the whole retro experience!
Well done guys! :-)
Nice game, I didn't really understand how to play since I ended up to be killed so many times. Then I start to kill everyone and got a lot of negative score. The idea is nice, but need a bit of explanation how to play, then once the mechanism is clear, the rest of the game will be quite enjoyable.
Well done! :-)
Nice game, I can see a future for it as game played by children on a tablet with different cases to investigate and teaching a good morale to kids at the end of each story. Well done!
Unfortunately the font didn't work well for me, as I am sure one of my font is doing too in my game, and I couldn't read the whole story at the end of the game, after have guessed right who stole the crops. So now I am curious to know what was written, but I hope people will not read your eventual comment so there will not be spoilers for them.
Nice game, congratulations! :-)
The game has a really nice art and audio, helping very much with the atmosphere.
I think it has a great potential for a proper game with level progression fighting minions and final boss fight at the end. Still leaving the choose which level to deal with option.
Two things that could have been done to make the game really stand out, the first one, easier to do, is to give the player the option to familiarize with movement and attack during the level selection. The second one is to have custom controls, but this is something that definitely comes outside a game jam.
I really struggle with the selection of the control used. I would have preferred to have WASD or arrow keys to move, attack with left button and recall with right button. Dash could have been spacebar or rolling the mouse wheel. I am sure I would have been able to enjoy the game more instead of being beated all around by every boss! :-D
Great game and high potential for a complete game.
What I will not do at all instead, is to use AI for text. If you are worried about the language, ask others, definitely you can get great result with it.
Congratulations! Looking forward to see a complete version o this game :-)
Nice game, I wish there was a bit of more controls on characters, but it's a game jam game so I can't complain.
It would be nice to have between battles the time to check your characters, maybe clicking or hovering above them to see their stats. Level, Attack, Damage, HP and so on, so you can take better choices when those pops out.
I have no much understanding about mana. How does it works? In the rage of the fight I can't keep an eye to see how it's handled. Is it a collective thing or individual? I felt that having 1or 2 Clerics doesn't change much between them and the chances to use their ability.
I got stuck at Day 41, I had a grid of 4x4 heroes and a summoned mushroom. I think that mushroom was from the last battle and once I summoned a new one at the end of the battle, when the new battle started the game hanged. Probably it's a matter of limiting summoning when there is no grid space or increase the grid where to slot heroes + summoned creatures.
Overall a nice game for the auto-battler fans :-)
You need to bring your wife to the hairdresser more often to get new nice ideas :-D
Such a great game! You got a nice game all along. The only thing I would improve is really just the audio a bit, but it's not really necessary.
It's a great mini game, the only problem I can see is that you will need a lot of different characters to kill in order to make it a full game, or otherwise leave the kill part behind, but have character coming and going for some reasons. In this way on level X you might have to let 1 or 2 character go on a sub-quest, splitting the party and managing the two party with fewer choices. That would make a good option without having to kill the party, but still leaving the choice with consequences and ramification. Like, on level 2 you couldn't get the key that will be needed in level 5 that will give you one choice to get the reward Y in level 8. The game would be still playable, but the story will be heavily influenced.
Congratulations!
The idea of matching two different games is nice, however need to see a more complete version in order maybe to have a though choice. The normal minesweeper is more a calculation or logical choice instead of a "taking risk" dilemma, so that's why a more complete version might give more chances.
I noted some points that you might already be aware of, in case you have missed them:
- Screenshake option seems not working, maybe it's not implemented?
- I guess Audio option is missing too, I can't do anything clicking on "Audio".
- Be careful to disable underneath buttons when Option screen is open, I can click on "Credits" and the windows pops up above the Option window.
- Collisions for Gold and Chests should be larger, it's hard to select them on PC, I can imagine how it's risky to play the game on a small mobile screen.
- What's the point in attacking the Goblin? I did only one battle with 30HP and I died. Was the battle supposed to give more gold if you win?
- If you have time, having feedback to understand what's going on during the battle would be great.
- When the Goblin hits me, it gets a floating green. Shouldn't I have a red -5 flying above my character instead of the Goblin getting +5 on it?
Overall the idea is nice, but didn't see much implementation of the RPG/strategy game part. I'm not a fan of minesweeper, but having the fantasy part added to it might help in creating interest in players like me.
Nice start, keep going! :-)
At the beginning I felt like I need to have more control of the character, but as I start to get new characters and increase powers the dead time decreases and it started to feel like an auto-battler game, so once you can understand that this is a sort of auto-battler game it's easier to evaluate it.
Overall the game is nice, visually is really nice and audio is nice too. Not many SFX in the game, but I am sure once you add those you have already a nice game on your hand. Maybe not much on PC, but having it as app could give you a good potential as commercial game. Try to add a third option sometimes, maybe after defeating a boss, that has ads rewards. Also give the option for ad rewards to continue the game once the player dies and you should be able to monetise well from this little game.
Well done and welcome among Constuct 3 developers! :-)
The great part of you being very ambitious with your scope and concept is that you ended up with an invaluable proof of concept brimming with potential.
I think it's the first time I receive such comment and it really resonate me as the greatest of the compliments I could get. I am really glad for your words! :-) Thank you so much!
I’d say the initiative mechanic is unnecessary — the game is more than interesting without it, and it slows down the gameplay.
That's a good point, I might add a game option to have it fixed based on the stats or use the calculation as per game instructions (not sure if you have read those on the game page). The problem with the Initiative sequence is that there are so many creatures with the same value, so I solved at the same time the issue of deciding which one of the 2+ creatures with the same initiative goes first and adding more feeling of not knowing what's next, with the consequence of be careful with what your next move could be. It's a mechanic that is getting more and more popularity in board games, wargames and tabletop RPGs, I like it and that's why I added it. However, for the ones that wants a different game feeling adding that as option is a good idea you gave me.
Feel free to follow the project and interact with me. I am planning to involve the community for the development of new cards and features.
Thank you again for playing the game, feedback and kind words! :-)
Thank you for checking out the game! :-)
Yes, the game is complex and I had to leave the exploration part out because I couldn't work on the game every day. In the exploration part, you would have a chance to collect and increase your card, thing that would balance the odds to have a fair fight in the second match. That's why you couldn't win in the second match.
If you are interested in the project, check out the game page, there are the full instructions with the reason why some things are weird or not working and what I plan to do next. In case you like the game, feel free to follow the project. I plan to involve the community for the development of new cards for the game.
Grazie mille per il tuo commento e parere.
Si il computer fa alcune scelte ma sono molto limitate per ovvi motivi di tempo. Sicuramente ci vuole qualche feedback audio e visivo per far capire da dove parte l'attacco. Inizialmente avevo pensato a qualcosa di personalizzato per ogni creatuta o almeno dividerla in gruppi tipo morsi, artigliate, colpi con arma da corpo a corpo, ecc., poi pero' ho visto che non avevo asset combacianti al meglio ed ho pensato di far qualcosa di generico, cosa che poi è stata tagliata fuori per via della decisione di focalizzarmi nel rimuovere più bug possibili per rendere il gioco giocabile almeno in minima parte.
Se qualcosa ti è sfuggito nel capire come funziona o del perché, puoi controllare la pagina del gioco dove ho scritto istruzioni che dovrebbero essere abbastanza esaustive :-)
Ciao e grazie ancora per il feedback!
Thank you for playing and congratulations to reach the second round. Unfortunately I couldn't provide a fair second round fight due to the lack of the exploration part that would give you a chance to increase your cards.
Yes, the artist I bought the assets create nice images, I plan to maybe apply a filter to make the game look more "grim" as the title suggests, that should help to adds up on the atmosphere.
Feel free to follow the project if you want to see how I will improve it.
I will try to involve the community for the creation of new cards and such.
I didn't understand much about the game, aside that is a betting game.
Do you need to find the right sequence to press the buttons?
If so, I would add a positive sound and feedback when pressing the right one, let's say you colour the button green when it's correct and then add a decorated ring rotating around it, then when pressing the second button, if that's correct you continue with the green colour and the ring around it, otherwise you mark it with a big red X and the next bet starts. Also add different sounds that give a positive and negative feeling according to the result of your pressed button.
Having played my games in the 8bit era I appreciate the retro feeling, so once you add the above mention visual feedback it will make overall a pleasant view.
If you can, it would be nice to add a multiplayer feature, where the host first create the sequence to press and the other players might guess. If the a peer win the sequence, that peer become the new host, get all the money of the other betters and a new button is added to create the sequence with. If instead no player guess correctly the sequence, the host get all players money and a new round of bet using the same amount of buttons is played.
I would start with 2 buttons minimum and when someone reaches and correctly find the 7 sequence buttons, the new winner start to be the host, but a new sequence with 2 buttons has to be created.
You can make multiple rule variations with these game, adding multiplayer features.
Definitely something that people might use to play as alternative to Poker or other betting games with friends during parties :-)
Nice game, you made the classic "hard decision make" game, but it came out very enjoyable.
On the contrary of the others I can be quite happy about the result, we got a woman with us and no one was injured, lost a limb or whatsoever, only the woman get hungry at the last screen.
The only thing I couldn't do is to help for the second time a woman that was asking for food.
Nice game, you can keep developing it with the continuation of the story, adding more plots and multiple story branching will make it a good story based game with tough decisions to take.
Well done!