FoonLudum Dare ExplorerLD41 → Dice Poker Chicken Battle

Dice Poker Chicken Battle

By digitaldude555

View on ldjam.com

CategoryRankScoreCount
Overall11522.6133
Fun11612.3333
Innovation9482.9033
Theme7383.3833
Graphics9252.8333
Humor6272.8032
Mood11072.2733

Comments

aerynus 2018-04-24 11:01

The rolling of the dice seems bugged. When I lock dice, they still reroll. I rolled a full house on the first roll, locked everything twice for the rerolls and ended up with garbarge. I have no idea what's going on in the second stage, as I get no feedback at all. You really need to work on conveying information to your player, as I have no idea if I even win a battle, what the consequences are, how running out of energy works, how training works, etc etc. Also I don't know what the dice are actually for in the second stage.

I did like the setting though! And cutesy pixel art as well :).

digitaldude555 2018-04-24 11:36

Okay I can fix the dice I know what causes it.

Edit: Dice are fixed. Also its not pixel art at all....

duuuude 2018-04-24 15:24

You can't lock and unlock the dice once you wake up the first day. I also finishde the game with -20 of health.

Appart from that the idea is neat. Maybe some feedback for the things you do in the game might help to enhance the experience. I found myself clicking things without undertanding what they did.

The game has a great sense of humor!

digitaldude555 2018-04-24 15:42

Both bugs fixed.

cristhor98 2018-04-24 17:55

in my first game I won giving everything at random and without understanding anything, but then I read the tutorial and I played trying to get the maximum points and I think that its to easy if i only focus in attack. Graphics are to cute!

diblow 2018-04-24 19:51

It's kinda cute, but I don't really know what I'm supposed to do :x A little bit of music would have been great too ! :p

yetman 2018-04-24 21:17

It was a bit confusing but I won which is the only thing that matters in the end. The art is totally cute. To be honest, I read the tutorial but was still not 100% sure but I relied on my intuitions since some elements were familiar from RPG games. My main problem was that I were not able to predict how the numbers were expected to change (e.g. how much score will be paid for items for example the first item with price 15 only costed me 10). However, it was fun to play . Nicely done.

starzzdrak 2018-04-25 14:19

OMG FANTASTIC GAME I HAVE NO WORDS

krunoslav 2018-04-28 15:51

Charismatic chicken. The dice roll phase it was confusing. I just attacked and I won, is it useful to defend? I did not try.

pogo 2018-04-28 15:59

I like the genre mix you chose, but it wasn't communicated super well - I couldn't tell how much training was helping, or what points I was gaining without referring to the description here. I won first time around, buying only the xp boost items

ted-carter 2018-04-28 18:51

Really great art!

jsd 2018-04-29 21:13

I don't really get what I'm supposed to do but I keept on clicking and training my chicken till I beat a cat with two guns. I liked the art style but the game was kind of confusing though

pkenney 2018-04-29 21:29

Wow, nice job making the three-part system. It's a lot of scope to take on! The chicken, with his gambling and training and fighting, was kind of a charming character.

If you were to expand on this in one area, I would say focus on the feedback. Just simple stuff, like the game popping up the name of the poker hand I got and whether it was -50% or not. And the impact of my training. And whether I won or lost the fight. Basically whenever an important variable changes, there can be some visual thing indicating "oh boy look what YOU did, player!"

I definitely learned to get along without those, but they would totally up the game's feel.

I went all-in offense, and I had to fight captain squid a few times (tho I wasn't sure if I won or lost my fights against him, they just ended). I eventually realized OH I should go shopping! By then I had huge monies and bought lots of upgrade and wiped the floor with him. Then I took out cool cat and I was the champ!

digitaldude555 2018-04-29 21:55

@JSD I already reviewed your game two days ago.

jsd 2018-04-29 22:55

@digitaldude555 oops, sorry about that. I've got so many tabs open that I completly forgot. I'll just edited out :)

swynfel 2018-05-02 17:41

Hey! Funny little game. The graphics were pretty nice. It's too bad most of the graphics were static. I saw some "shaking' during the fighting phases that was good.

As most people already said, the game is kind of confusing. I still couldn't figure what to do to get a good dice score. A way to make it clear (but that would have required some extra work) would have been during the sleeping/waking-up phase to have the break down of the score you would get. (For example, let's say you currently have a 1, 1, 3, 4 and 4, the game would write two lines : "pair of 1 : 5 points" and "pair of 4 : 20 points")

And currently, the dice rolls don't seem so important (correct me if I'm mistaken, but you can just spend twice as much days without locking any dice and get the same final result). To make the dice roll more meaningful, I would have used it in something other than a cumulative "score" and have it intervene somewhere else. You could have called it "motivation" or something, make it an experience/fighting parameter, and it gets reset every day. Meaning you have to get a good dice roll if you want to train and/or win the fights. If it's the experience points you gain per training, or damage per hit, someone rolling the dices randomly would take a lot more time. (That would have made the mechanic not ignorable.) Of course you would have to carefully balance it to not make the game cleared in one go with a lucky roll.

I also couldn't understand the battles completely. I saw they were a lot of cool effects (block, poison, stun...) but they were never decisive to win. Combined with the fact that the shop is king of hidden (at least for me I only started looking near the end), I'm sure a lot of people missed it out.

One way to simply correct this and show the player there's a shop: remove the "attack" capacity, and have it purchasable. After having some draws with the sign post the player will understand something is missing and TADAAAAH he finds the shop.

Final remark: it wasn't always very obvious that you won or lost a fight. A "you won", "you lost", or "draw" with a continue button would have helped made it clearer.

Anyway, great job, and sorry if I seemed very picky, it's just I'm focusing on the little things so you can improve. I look forward to your next Ludum Dare contribution!

maymakegame 2018-05-13 17:53

First off, thanks for playing my game! Second of all, this game was so fun! The enemies were great and the chicken sleeping made me laugh every time I saw it! I didn't understand the dice too much, so I barely ever locked any. The graphics were nice, and overall it was pretty fun.

digitaldude555 2018-05-14 13:35

Did you remember to rate my game? @maymakegame cause the ratings are the same as they have been for a week now. hmmm

mutatedsoftware 2018-05-14 16:41

Wow. You got a lot done in 72 hours. Can't believe you even got an in game store in there :)

maymakegame 2018-05-14 22:44

@digitaldude555 Yeah, it shows that I rated you. Wonder why it's like that!