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Looking for feedback on my "push-your-luck" dice game

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JewellGames
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prototypes.jpg

Players that like Zombie Dice & Martian Dice will recognize some of the the mechanics but I think will really enjoy the fresh and interesting gameplay.

Rules are here.

If you have suggestions for the game feel free to let me know. I have a thick skin and want this to be a polished game so public critiques are fine. Also be sure to check out the expansion dice ideas at the end and chime in.

The online prototype is here (or with the expansion dice here.) It doesn't have the stamina dice or action dice (they must be rolled offline) but gives you an idea of what the creature dice look like.

The guide to using the prototype is here.

JewellGames
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minor changes

Updated some game terms to more family friendly ones. Btw, current development title is "Stop, Glop, & Roll".

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I've dropped a response on

I've dropped a response on BGG.

JewellGames
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Thanks

Thanks!

I updated the OP with an online prototype of the dice.

1) I have followed the Zombie Dice scheme of coloring the dice so that you know what "difficulty" of die you have. This is important if lets say you have a choice between two oozes (3), one is green and one is red. You'd rather capture the red and have the green escape to potentially reroll an easier creature next roll.

2) The encounter action results have been added to each creature so you can immediately compare your action dice results to the creature to resolve the outcome. Red = attacks, orange = escapes, cyan = captured. I have all numbers displayed so any effects triggered by a certain roll can also be seen (e.g. rolling a 6 with slimes gives +1 stamina). and for expansion creatures that offer unconventional effects and ranges.

3) Youll see that the Boss Pudding only attacks or is captured, he does not escape. Additionally the 3 stamina hearts above his attack range indicates he reduces your stamina by 3 instead of the default 1 from attacking creatures.

Lastly, I added the Jelly creature to the expansion ideas.

JewellGames
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Professions

"Professions" are also being tested for potential application at a later time.

Each profession would list its effect and have a little box on the rulesheet that players could place their stamina die in to indicate they have chosen that profession and effect. These will offer powerful passives but only one can be chosen at a time. Also, you can change this anytime during the game between your turns but not during your turn.

Examples:

Roll all four dice now at 3 or less stamina
Can now capture creatures with a 7, 8 or 9
All slimes are worth double
Recover an additional stamina after every turn
Can reroll one action die during each action roll sequence
Can reroll any creature dice during each encounter roll sequence
3 of a kind instantly captures all 3 creatures in play
Capturing a creature with a 7 instantly scores 2 coins
Score all coins (instead of half) if you successfully flee

These will be thoroughly tested for balance and more are sure to be added as I progress with the game.

The best part is this feature can be totally ignored for a lite quick game (or with beginners) or applied for a slightly more advanced and longer game.

JewellGames
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Major graphic overhaul to

Major graphic overhaul to give the game a brighter feel (black was too close to ZD/MD).

let-off studios
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Looking good!

The artwork is much more distinctive now. I think it was wise to change the artwork to seem different from ZD and MD. It's still welcoming to people of all ages, but not off-putting to seasoned/mature gamers who might want to have a go at your expansion rules.

I have some blank dice that I can decorate with the proper proportions of monsters and such to give this game a playtesting. If anything comes of it, I'll be sure to post here.

EDIT: Well, that was fun! I had a bit of a playtesting session and came up with some feedback for you.
- I didn't feel very threatened. The only exception was when I had 3 stamina, and rolled three monsters that weren't slimes. This didn't happen very often. The game seemed rather easy, to be honest. When I had less than three stamina, it was an obvious choice for what to do on my turn - either end it, or go for broke when another player already had over 25 points.
- There seemed to be a lot of down time from one player's turn to the next. Much less than the two games cited as an inspiration. There's a lot more math involved, but hopefully the notes on the dice themselves will balance that out. Can you think of a way to have simultaneous turns? It would only take a few more dice, I suppose...
- Have you thought about offering a bonus to a player who "clears out" the basement - as in, there are no creature dice remaining to roll? The immediate suggestion that came to mind was a bonus coin for each remaining stamina. Maybe there's a way to offer a trophy or something else to help break ties at the endgame and/or offer an advantage, like a free 'adrenline die' roll at the start of the player's next turn or something.
- Another alternative to the end of round is to offer the player a choice of taking three coins or restoring three stamina. It's a risky move, but it can make a difference for close games.
- Instead of automatically allowing a player the 'adrenaline die' when their stamina dips below 3, allow them to sacrifice a [scoring] die at any time to add the 'adrenaline die' to their rolls. If their health is ever above 2, they put back the 'adrenaline die' at the end of that turn. This allows players to sacrifice a little bit, but it's more valuable the more hurt they are. For those who are hurt as well as behind in scoring, it's a bold and potentially very helpful move. Players will see the creatures they are up against before rolling, so the choice can be made at that moment.
- I did not play any expansion dice, though I do have an issue with the "Jelly" monster. I think it's a poor choice to reverse the capture/escape/attack mechanic, as it can potentially slow things down for those used to scoring with higher numbers. If you're set on this reversal, then I recommend you switch out a red die for the Jelly die instead. My gut tells me that reversing the outcomes skews results in some way I can't articulate. Maybe you worked this out already on paper. But I suggest you at least examine it in depth if you've not already.
- Also regarding expansions: the Sludge creature is a nice variation! It offers players a choice to trade in stamina for points in certain situations. Having too many of these dice in one game may be a bit unbalancing and/or lethal, though a game where all orange dice were replaced with Sludge would be interesting.
- Regarding Oozeling: what die would you replace to use this? Would it replace one of the Action Dice, for example? Would the player need to capture the Oozeling first? What are your thoughts?

...This was a fun little game! A bit more math than most press-your-luck dice games, but that's not necessarily a bad thing. Keep us posted on your efforts! :D

JewellGames
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great feedback

Wow, thank you for the amazing feedback!

1) Did anyone ever use flee? How do you feel about that mechanic? Do you think lowering the stamina recovery to 2 per turn (1 for fail flee) would make you feel more threatened? I know some players who like to get down to 1-2 stamina to enjoy the extra die but more conservative play never puts you in much danger unless like you said you are presented with no slimes at 3 stamina.

Perhaps a redistribution to equal or more red dice.

Also I had thought about 1 or 2 dice in the mix that make you lose 2 stamina when they attack.

2) Was some of the extended down time due to the PnP dice not having the numbers on them or did you have those drawn on it? I have the creatures prototypes online to roll but the player has to use their own action dice and stamina dice offline. You're right that this game has a little more going on than its peers so it takes longer to make decisions and calculate the math. I will need to think about how to make this more streamlined if possible. I would love simultaneous play but not sure if I can implement it.

3) By "clearing out" do you mean that all dice were on your left to be scored? Dice on the right are put back in the cup when the cup is empty during your turn. Impressive feat to get all to the left if that is the case! You must have some lucky rollers. Sadly, my most common rolled number seems to be 1 followed closely by 2 :) But I do really like your idea of a "clearing out" the cellar bonus where you get +1 coin for your each stamina you have and will probably use some form of that.

4) I will need to test the impact of the coins versus stamina recovery option.

5) Sorry, can you explain what you mean by sacrificing a scoring die for an adrenaline die. How is the adrenaline die used in your scenario? Btw, did the extra action die ever entice players to stay and roll at or below 2 stamina? If not, why was it not worth the risk?

6) Thank you for the feedback on some of the expansion ideas. Right now the idea would to only have 1 of each die kinda like zombie dice 2 so sludges wouldnt be too overpowering. You make a valid point about the jelly and confusing players or throwing off the balance. Besides, the jelly doesnt offer any real choices like the sludge or boss do so I will adjust this to offer a new unique choice to the player.

The oozeling would be a straight up bonus action die rolled every turn along with your 3 (or 4) action dice. He can help (or sometimes harm) your results.

Again thank you for the feedback. It seems the biggest takeaways from your sessions are providing a little more danger when at 3 or more stamina since the game is a little easy and streamlining the game to reduce downtime.

Can you tell me how many players played and what was your average coins earned per turn? How long did each game last?

questccg
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I think you have a nice dice game...

I was just wondering, as a matter of semantics, how many players can play the game? Doesn't specify in the rulebook...

I guess it would be best to use stickers on blank dice (for this game). Something like this:

https://www.thegamecrafter.com/parts/d6-indented-blank-green
https://www.thegamecrafter.com/publish/product/DiceSticker

I don't think it would be possible to design dice moulds because of the different colours on the dice (Black and White). I don't believe that can be done... But with the dice stickers, you can easily print out the stickers and place them on blank dice...

This is definitely a game you could publish using The Game Crafter...

Note: Personally I like the name "Slime Hunt" or "Ooze Hunt"... Seems more relevant to what you do in the game...

let-off studios
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Responses

JewellGames wrote:
1) Did anyone ever use flee? How do you feel about that mechanic?

I used it maybe twice in the first play session. Flee didn't seem that attractive to me at all. Maybe it had something to do with the rule being inconsistent with the attack mechanics. Maybe have Flee set up so that players roll their typical three (or four) Action Dice and match them up with creatures as usual, taking one damage for each creature whose vigor is equal to or greater the player's roll.

For example, you face a Slime and two Oozes. That seems a lot to take on for someone with two health remaining, so you choose to Flee. Rolling four Action Dice, your results are 2, 2, 3, and 4. You choose to place a 2 at the Slime (you successfully escape damage), a 4 by one of the Oozes (successfully escaping damage), and a 3 by the remaining Ooze (and you suffer one damage since the roll did not exceed the creature's vigor).

Quote:
Perhaps a redistribution to equal or more red dice.

Eh, you may want to give that a try. Maybe a game with no green dice sometime, just to see how things turn out. At that point, you may want to have a Slime always award a +1 stamina, since they become so rare in comparison to the other two creatures.

Alternatively, you may even want to have successive rounds where you remove a green die from the cup, and replace it with a randomly-drawn orange or red die. That will progressively ramp up the challenge, I imagine.

Quote:
Also I had thought about 1 or 2 dice in the mix that make you lose 2 stamina when they attack.

I'd be inclined to say that would inject a bit of fussiness to results, especially if the dice were the same colour. It would need some serious testing to determine its effectiveness, I imagine.

Quote:
2) Was some of the extended down time due to the PnP dice not having the numbers on them or did you have those drawn on it? I have the creatures prototypes online to roll but the player has to use their own action dice and stamina dice offline.

This may have something to do with it. I didn't use your online prototypes. My physical prototypes just had the names written on them and I had the PDF open to the reference chart. After a while I became familiar enough with the creature names that I only occasionally referenced the lookup table.

Quote:
I would love simultaneous play but not sure if I can implement it.

Have you tried using the next player as a "creature chooser"? In this scenario, the next player in turn sequence would select dice from the bag. I think some clarification/restriction on the number of red dice used at once would be required. Of course, solo games would not have a down-time issue, and could go for some more complex rules to facilitate a deeper game experience in those cases.

Additionally, your upcoming 'roles' may allow for some simultaneous play/interaction depending on their specifics. That would take some thinking and of course testing to sort out properly in terms of effectiveness and balance.

Quote:
3) By "clearing out" do you mean that all dice were on your left to be scored? Dice on the right are put back in the cup when the cup is empty during your turn. Impressive feat to get all to the left if that is the case! You must have some lucky rollers.

The situation where players had only one or two dice on the table and nothing left in the cup allowed the player to continually replenish the cup with those that had attacked on previous turns. In both my test games I was able to reach an average of somewhere in the upper 20's in terms of points at the end of a player's turn.

Quote:
5) Sorry, can you explain what you mean by sacrificing a scoring die for an adrenaline die. How is the adrenaline die used in your scenario?

Here's an example. It's the player's second turn, they have five stamina remaining, and they have a Slime and an Ooze in their score area. They roll their next three creature dice, and end up with a Blob and two Oozes. In order to use the 'adrenaline die', they move their scored Slime die from the scoring area to the attack area, so the Slime is no longer considered as part of their score. They then use the 'adrenaline die' as part of their roll for that turn. If they have rotten luck and end up losing three stamina, then they keep that 'adrenaline die' as part of their Action Dice for the next turn (because they have 2 or less stamina). Otherwise, they'll put the 'adrenaline die' back at the end of the current turn.

The advantage of press-your-luck style games like this is that the player doesn't score their total until the very end of the round. Enticing the player to fiddle with their potential score for a chance at a big win makes for deeper and more engaging play, as long as the risk seems worth it in the end.

Quote:
Btw, did the extra action die ever entice players to stay and roll at or below 2 stamina? If not, why was it not worth the risk?

Again, it was a non-choice when one player was ahead of the other. However the game seemed much more engaging once a player was at 3 or less stamina, so the notion was very enticing at that point: "Should I risk some damage to push me to that plateau? Hell yeah, why not?!" That's usually how it went. The potential return was great, as if a 6 came up the player could heal themselves (or ignore damage) whenever a Slime emerged. And at that point, there was also the opportunity to recycle the creatures that had attacked on previous turns, which meant more points (and healing) was possible.

A question regarding Slimes: I was using the 'adrenaline die' to bump up my roll against a Slime to 6 or higher in some cases, and I regained 1 stamina when I did that. Is this consistent with your rules?

Back to the point: I'm generally a risk-taker when it comes to dice games, as long as the payoff seems worthwhile. Greed strategy often leads to counter-intuitive actions, but positive (if at times inconsistent) results. That's "luck" for ya. Luck was on my side for these game sessions.

Quote:
Can you tell me how many players played and what was your average coins earned per turn? How long did each game last?

I played two two-player games. Times are likely an overestimation, but they're definitely accurate in comparison to one another. Does that make sense? Bottom line is that the game becomes longer the more rounds are required. As an additional player needs to beat the leading player before them, it requires playing rounds all the way to the bitter end.

First game:
ROUND 1: 17 for player 1, 16 for player 2.
ROUND 2: 30 for player 1, 30 for player 2. Player 1 wins.
I'd say close to 35-40 minutes for this one.

Second game:
ROUND 1: 27 for player 1, 25 for player 2. Player 1 wins.
This one was around 18-20 minutes.

Does that seem consistent with your previous results? Again, I stress I'm generally a risk-taker in most dice games, and when testing I often go for 'big wins' just to see what happens.

JewellGames
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I will sift through this feedback when I have more time later today but from quick glance your play seems very different from ours. In our games, a player's turn lasted maybe 2-3 min for the first round and 1-2 min on the following rounds when they had less stamina and scored as few as 2-3 coins and and sometimes (rarely) mid to high teens. And this would result in 3 -7 rounds per game.

Not sure how you had a consistent high amount of points. Have you been playing the game as "Only 1 die is allowed to be aligned with 1 creature unless two dice can equal 7"? I'll provide an example for further clarification.

So lets say I roll a slime, and 2 blobs. Then roll a 6, 2, 4 for my action dice. I cannot combine the 2 and 4 to form a 6. Only exact 6s activate a slime ability. In the example, I decide to align my 6 with a blob (capture), 2 with a slime (escapes), and 4 with a blob (escapes). And, I decide to continue my turn since no stamina was lost and so I draw a third die from the cup to reroll (the 2 escaped creatures and 1 drawn die) 3 dice and continue on.

Alternate play: If one of the blobs would've been red I could have aligned the 6 with the slime (capture and +1 stamina), 2 with the red blob (attacks which cancels out the +1 stamina from slime) and 4 with the other blob (escapes). Now why I did this is if my stamina was low I may not want to reroll the red blob on my next roll and risk the high chance at an ooze. Yes I only captured a 1 coin slime instead of a 2 coin blob this way but I also ensured I wouldnt have to reroll that red blob.

Next roll I get 2 oozes (one green one red) and 1 blob. Ugh! I roll a 5, 3, and 4. Well I cant take any of the oozes with just 1 die but can combine the 3 & 4 for 7. So I align the 3&4 with the red ooze (capture), 5 with blob (capture) and lose 1 stamina from the green ooze and set it to the right since I have no dice to align with it (but if i have to replenish cup midturn at least its a green die!!)

If you have been playing it the same way as described above I need to do some serious playtesting to try to emulate your rolls because we are not so lucky to consistently score that well. Again, thanks for the valuable feedback and I will look over it soon.

let-off studios
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Quick Responses

Looks like I wasn't following the rules correctly.

- I would sometimes use two dice to come up with a 6 to capture a Slime, then regain 1 stamina.
- Any number 7 or higher - not just 7 - would result in a capture when using more than 1 dice.

I suppose having only exact 6's makes the Slime stamina bonus much more rare. I will have a go at this today and see what else changes.

Thanks for the clarifications!

JewellGames
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OK

Ah ok, I think with these changes you'll find the game a little harder and tougher to score. And while there are still some decisions to be made, these rules provide straight forward gameplay (much like ZD/MD) and a lot less math which should greatly reduce your downtime.

Keep in mind that this will be the base game. The professions (and expansion dice) expand upon the base system to provide further strategy and decisions.

Btw, the online prototype is here. It doesn't have the stamina dice or action dice (they must be rolled offline) but gives you an idea of what they look like.

The guide to using the prototype is here.

JewellGames
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questccg wrote:I was just

questccg wrote:
I was just wondering, as a matter of semantics, how many players can play the game? Doesn't specify in the rulebook...

I guess it would be best to use stickers on blank dice (for this game). Something like this:

https://www.thegamecrafter.com/parts/d6-indented-blank-green
https://www.thegamecrafter.com/publish/product/DiceSticker

I don't think it would be possible to design dice moulds because of the different colours on the dice (Black and White). I don't believe that can be done... But with the dice stickers, you can easily print out the stickers and place them on blank dice...

This is definitely a game you could publish using The Game Crafter...

Note: Personally I like the name "Slime Hunt" or "Ooze Hunt"... Seems more relevant to what you do in the game...

Yeah I can change the black numbers to white as well and by default left side = attack, right side = capture so that isnt an issue. But those considerations are still a ways away as my main focus is playtesting and balancing.

JewellGames
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questccg wrote:I was just

double post

let-off studios
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More Feedback

Had a go at SGnR yesterday, though I've not had much time beyond the weekend to play. Sorry about that. Weekday game time is at a premium.

Playing the game properly does have a lot more risk involved, and I did end up falling unconscious in a few rounds. But my scores were still stratospheric, and well over 30 points at the end of it. I personally don't see that as a problem; going for broke in the second player's turn is an enjoyable challenge.

Time still seemed like a lot longer than a handful of minutes per player turn, but I was constantly shifting back and forth between the prototype dice in the custom die rolling app and the dice on my table. I imagine having all in one place would definitely cut down on playtime, both rolling and analysis. I'd say disregard my playtimes, as I've not a proper prototype in front of me.

Here's a question regarding a situation that happened more than once. After capturing one of three dice, it comes down to the last two creatures escaping and not attacking. I've already recycled my attacker creatures into the cup and scored the other 13, so these are definitely the very last dice to work with. I have one or two stamina, so I use the 'adrenaline die' when I roll my Action Dice.

What happens if the two creatures escape again?

I ended up simply rolling the two remaining creature dice and then all my Action Dice again, including the extra 'adrenaline die.' I was more or less very easily able to capture the last two creatures, even if they were Oozes. In fact, I had a much better chance of picking them up, since I could combine two dice together to come up with a seven.

Again, I don't have much of a problem with this, since I had to run the gauntlet of 13 captures beforehand - including recycling attackers. I felt I had earned a bit of a cake walk. But did you have any special situations in mind when there are fewer than three dice to roll, and all attacker dice have already been recycled? This result may seem a bit anticlimactic to some, I imagine - particularly if the resulting score from that round is still not enough to beat the leader.

Really intrigued with this game (if that's not obvious...!), and the potential for roles and expansions is impressive. Please keep us posted on your progress and evolution. :)

EDIT: oh, and as for me being "lucky," well, just have no fear. Make it a goal to capture all the dice in a single go, regardless of your remaining stamina. I tend to imagine each round is my last, instead of playing conservatively and trying to have a high amount of stamina left over for another round. Ending a turn with only a single point of stamina wasn't a problem or dilemma for me - especially since I never really retreated, and always ended up regaining 3 stamina for the next turn.

JewellGames
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Changes

I just played a handful of solo games myself and the highest I got in the first round was 18, lower for rounds thereafter. I did manage to roll four 1s at one point which demonstrates my typical luck.

You were playing the last 2 creatures correctly. I have only see someone go to all 13 captured creatures once before in the 20+ games I've played so havnt seen it much but seems like a reward if you got that far.

Anyway, with your feedback and my playtesting sessions I am making three changes:

1) The creature dice distribution is now 5/5/5.
2) I lowered stamina recovery from 3 to 2.
3) I reworked the flee mechanic. Flee still awards the player half their coins if successful and no coins if unsuccessful. However, before you had to have at least 1 stamina to try and still lost 1 stamina with a success and all stamina with a failure (and reduced stamina recovery on failure). It was a little clunky. Now, when fleeing your current stamina is not touched or considered. But, thematically after you flee you are winded. Regardless of the flee outcome you will recover only 1 stamina instead of 2 after your turn. This is a more streamlined and fitting penalty for a chance at half your coins. If the penalty is deemed too easy I will adjust it to recover no stamina after your turn.

So far, I am enjoying these changes! The core gameplay and funfactor is still there but I think it is slowly shifting the game balance and pacing in the right direction.

And I am curious, is it mainly the slime's special effect, extra action die, or something else that sustains your turn allowing you to capture all 15 creatures?

Edit: I changed the term I had been using for "professions" to "tools" and finally added it to the ideas section in the rules for discussion. Additionally I adjusted the probability of the sludge die to replace a red die in the rules but haven't updated its probability in the online prototype yet. I am still not sure if I like the Jelly special effect but can't find one I like more to replace it.

JewellGames
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Muckbuster 2000

I wanted to update the generic term "stamina" die to match the current theme. For some reason I have a picture of the contraption luigi had in his ghost game as the item the players are using to catch these gooey creatures:

Picture of what I am talking about here.

I made a version of the rules where "stamina" dice are now your Muckbuster 2000 "rigs" and instead of tracking stamina you track your rig's suction power. Also, this again changes "tools" to "attachments".

Let me know what you think of the rules with the new term. I will not change the official rules until I gather user feedback on this change first.

The adjusted rules are here.

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JewellGames wrote:And I am

JewellGames wrote:
And I am curious, is it mainly the slime's special effect, extra action die, or something else that sustains your turn allowing you to capture all 15 creatures?

I'd say the chance to regain stamina is what provides me with the incentive to keep going for a complete cleanout of the basement. It's very satisfying to roll the action dice and end up capturing an Ooze while healing. :) The gamble has always seemed worth it and/or worked in my favour.

Although it's difficult to find time for games during the week I will see what I can do with your revised rules.

I really enjoy your new thematic take on this game. But it does have me wondering: how do you thematically justify regaining 'suction power' when capturing a Slime on a 6? Just curious...Maybe it's a tiny little baby Slime or something. :)

JewellGames
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Explanation

I very vaguely described the justification in the new rules "*This slime is a good lubricant; restore 1 suction power to your contraption." which I will probably find some improved wording in the future.

So basically for now, you were fortunate enough to find a particular slime that helped clean the vents a little as it got sucked in.

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SGnR: Version [3 Dec]

Even without the prototype dice, I'm zipping through turns now. Last game session was 18 minutes for a 2-player, 2-turn game (I actually timed it, for once). Final score was P1 with 17 (after Fleeing both turns) and P2 with 34 (fleeing once, then having a blow-out second turn: 14 dice captured). I'd say a ballpark time would be 10 minutes per player, maybe less for seasoned veterans. Score breakdown is as follows:

PLAYER 1
Turn 1: 9
Turn 2: 8

PLAYER 2
Turn 1: 11
Turn 2: 23

GENERAL NOTES:
Regenerating 2 Suction (what I recommend you shorten the term to) seems just about right. There's a lot more tension this time around because of that. Fleeing seems a more viable option since you're likely low on Suction when you even have to consider it. Plus, losing half your gained points seems like a fair trade-off for a healthy next turn (that is, if the player after you doesn't score a ton of points on a lucky streak).

The most dangerous position is when you have 3 Suction remaining. You can be knocked out in one round, but yet you have no extra die to help you. Those were the moments I dreaded the most. Fleeing was a worthwhile option in those situations, particularly when there were a lot of red dice leftover. Slimes aren't so plentiful anymore, which makes all the difference in the world to me at this point in testing.

I think you should change the term "gooeyness" to something like Goo Factor. The former term is made up, right? It just sounds strange to me. Or less technical than you ought to go for.

I also think you should change the "heart" graphic on the Slime face to something else. Maybe a fan or a lightning-bolt or something that's more consistent with your new flavor text.

I was going to mention something about Fleeing counting against the player somehow, but I don't think it's necessary. No need for an additional penalty.

Maybe I'll have time to work with some of your expansion dice this weekend. I'm enjoying it a lot. :) I can honestly imagine myself going down into the sewer with a weird Proton Pack or whatever slung over my shoulder, sucking up slime monsters... Your flavor text works. Just find some art that stays cartoony but looks more like Ghostbusters and less like Luigi, and you're set.

Notes are a lot shorter this time around. I hope you don't mind. Bottom line is that Fleeing seems worthwhile now, when it didn't before. With increased lethality (for lack of a better term), it seems a much fairer trade-off.

JewellGames
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Thanks

Thanks again for the invaluable feedback. I had forgot about the outdated heart icon with the change. I will fix that shortly.

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Joined: 02/07/2011
New News?

Just checking in on SGnR. How have things been? Have you worked on this at all this year, or lately?

I still have my prototype sitting around, though I've focused more in taking care of my own designs lately. Now that I'm to be on the road and visiting relatives and friends, bringing out this game will be a nice diversion while catching up.

Again, wishing you the best for Stop, Glop & Roll! :)

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