FoonLudum Dare ExplorerLD28 → Poker Fight

Poker Fight

By simianlogic

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CategoryRankScoreCount
Coolness371
Innovation593.79
Overall4363.08
Fun5642.77
Humor5972.00
Graphics6652.59
Audio7681.37
Mood8352.23
Theme9651.82

Comments

parapup 2013-12-16 09:08

Wasn't able to get a play through it was just too buggy from me sorry.

simianlogic 2013-12-16 12:55

Which platform? I'm on a mac and exported binaries for both, but I haven't tested it on Windows. I played through the Web & Mac versions fine. If Windows is busted, I'll take down the link

stals 2013-12-16 17:15

With that card rotation- at first didnt quite undertand that there are two separate rows for attack and defence. Still fun game and a nice concept.

stals 2013-12-16 17:16

*understood

mechatodzilla 2013-12-18 22:59

It was a solid idea. I wasn't really able to determine any strategy to improve my odds but I thought the mechanics were otherwise cool.

f7f5 2013-12-19 00:15

I have a Linux system (Fedora 19 64 bit) and the game just crashes after the screen selection. Is there a debug log somewhere I can look at?

alexrose 2013-12-19 00:49

Pretty cool concept. I thought I'm pretty sure I lost when I had a straight though (A, K, J, 10, Q) in the Attack section. Said I had junk. I'm not sure if that's just me being a moron and failing to read properly though.

Managed to beat the first guy! (On my second playthrough. At first I didn't realise what was the attack panel and defense, but then I reread on the start menu).

Pretty fun. I like card games because they're bound to be fun. Like, you can't not understand how to play if you understand poker, so it's enjoyable.

Nice one.

lennaert 2013-12-19 00:49

Like the idea, I could only ask for a more streamlined approach. With few eye catching events on screen, things need to happen faster. Maybe add some strategic elements, unless your intent was to keep it purely chance like actual poker.

simianlogic 2013-12-19 01:54

@f7f5 -- it's a unity project. maybe try the web version? I don't actually have a linux box, so just blindly exporting from Unity. not sure if there are any special tricks to get it working

@Alex -- if you lost on that hand, it was the enemy attacking you (his attack vs your defense). the game really really needs some interface space carved out to show both players' current stances. (also there may be a bug. i feel like this has happened to me, too,)

@lennaert -- i've been doing mostly mobile dev, so i think it plays better on a touchscreen (dragging is less cumbersome). for playing on PC (like the submission), I should've added a thing so you could just click on an empty slot and place the card there without having to do mouse drags

kunonooni 2013-12-19 03:11

What a clever concept and a cool way to combine an arena style game with poker! Too bad there wasn't any sound.

mrtedders 2013-12-19 04:05

Interesting mechanics you have goin here, good work! Try for a more active backdrop, meaning something more pleasing to the eye or some sort of background effects.

insane66 2013-12-19 04:08

I like it, it works well. Neat twist on turn based fighting with poker. It definitely has that mobile feel (or could be mobile) Nice entry!

ras-lyon 2013-12-19 12:44

Neato! Lot's of potential there. I wish I could have full hit points between battles. I had a hard time understanding the Attach/Defense screen at first, and I wish I could most cards after setting them down (even if you can't switch them between Attack / Defense) still, very novel and cool. Would be excellent multiplayer!

juaxix 2013-12-19 14:17

i surrender to this amount of job, well done bud

benjamin-soule 2013-12-20 12:26

This game has great potential.

If you dont have time to include all your features, just remove all the uncessary stuff when you make your compo release.
By still having an atk & def level, this weird speed skill and money between games you give the feeling of a very complicated gameplay. But in his current state, your game is very simple, it should be seen as an intuive game.

If you implement your atk&def skill I would rather make the damage system go this way.
- The bigger hand succeed in applying the full damage or diminish atk by def lvl in case of defense. So an Ace Pair still win on a Queen Pair for example.
- If you have a good set ( Full house, Flush, etc ) You launch some special move( 2x, 3x damage for atk, extra turn for def etc ) with kickass FX of course :)

I have NO IDEA how you plan to implement initiative on this game and would be curious to hear more about it :D

Also, It's really easy to make gound sound environment for this kind of game. You should try Bfxr or labchirp to add sound for : card moves - damage - defense - button clic.You can add a lot to the mood of your game with only 4x sfx.

simianlogic 2013-12-20 21:28

@Benjamin -- think I follow your attack logic. i have another poker/combat design somewhere sketched out that is more squad-based (like Puzzle & Dragons or Marvel Puzzle Quest) where each character in your party "fires" on different hand combos. Having your attack damage be your attack level minus their defense level wouldn't work as well with this design, because the intention was to keep the randomly generated enemies at roughly the same attack/def. level as the player. That could certainly be redesigned, but as it stand you'd end up with all fights being essentially the same.

Re: Bfxr/labchirp. definitely need to spend a weekend or two familiarizing myself with what's out there. For my non-LD games, I just usually just buy sound effects from Sound Rangers or another site.

Statwise, there are 3 stats for any piece of gear: attack, defense, and initiative.
Attack does what you'd think (sets your base attack value)
Defense is a bit mislabeled, as it's really how much health you have (didn't want to get into the complexity of balancing ATK vs DEF)

Initiative is a bit complicated. When your initiative bar fills up it's your turn to play a hand. The fill rate is tuned to basically be 1 second if your initiative were 100. So if your initiative is 50, you go every 2 seconds. If it's 25, once every 4 seconds. The players right now are hard-coded at 40, which is once every 2.5 seconds. The idea was to have some weapons trade off attack rate for rate of fire. A bow might deal only 4 base damage but get to go every second instead of every 2.5 seconds.

notajetski 2013-12-24 23:10

great concept!

larb 2013-12-28 17:52

Really cool idea. I would love to see the missing features you mentioned. Great entry.

xanjos 2013-12-28 18:02

Could do with some sort of battle music but I really enjoyed the concept.

blushine 2013-12-30 08:49

Nice idea, and the gameplay was pretty interesting once I started to understand the strategy. It seemed a lot more complex than it actually was, with all the stats and stuff that didn't really seem to do anything. But really, the core mechanic was solid, all the issues I had were simply a lack of polish. I could see this game being really awesome with some cool art, battle animations, and sounds. The 48-hour compo version is fun, but I'd love to see a full post-compo version.

pebkac 2013-12-30 12:53

Nice one. Mechanic works OK.

tex-killer 2013-12-31 02:21

Interesting game, but could use some polishing... For example, the player life points could be restored between fights, and there could be a better explanation about the mechanic... I almost died before I understood it.

Other than that seems like an interesting concept.

abeing 2014-01-05 22:47

hey, cool idea! was fun to play

mmickyman 2014-01-06 11:03

Pretty well done, it's an interesting mechanic.