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don't you hate it when you get bad dice rolls? yes, me too. introducing... rigamaroll (yes, rig my roll) - a fast paced, fighting game, deck building, rogue-lite.
51,682 görüntüleme • 3 gün önce •via X (Twitter)
25 Yorum

i think for a card game to "feel" like a fighting game it needs two things: 1) it needs pressure applied to force how quickly you and your opponent make decisions. 2) you need some rock / paper / scissors style shenanigans

some more concept art:

this is also a bit of an exploration into minimalism. "can i make an interesting game that only uses 1 button?" how do i make it feel really rewarding and crunchy and have a good loop?

i can see a version of this that adds in a lot of pokemon esque / darkest dungeon vibes where slots you hit would swap the order or summon different characters leading to really interesting builds and strategy.

some of the concept art for the game

when designing the game i was mostly inspired by gears of wars "reload" system where when you run out of ammo you get a mini game where if you hit the reload button at just the right time, it reloads quicker - but if you miss it takes longer. (pressing nothing uses normal speed).

cool!

thanks zen!!

The single button pressure mechanic sounds intense, especially with the dice timing twist. How does the reload timing affect the card draw?

reload timing doesn't really impact the card draw, it's more that you get better rolls if you get better timing but the better timing you have the faster you go. upgrades when you level up impact the card draw :)

the latest demo is here:

this looks great. the readability of the silhouettes is doing a lot of work here, you can tell what everything is at a glance which is harder than it looks.

yes!! the speed and focus on the track leaves little room for paying attention to anything else!

that is the whole design constraint right there. if the player is at speed, anything that needs reading time is already lost. it has to land as shape and color or it does not land.

my mind goes to music integrated with the timing, and also a way to help the gauge stop competing with watching the representation of the fight play out. it might be interesting if you had to combine information in the gauge with info from the scene to make decisions because that would be difficult.

yeah, music integrated into it would feel very good

I made a video maker that detects and cuts on beats, and it can feed those timings to the game.

mmm i feel like to make it work well for this it would need to be an adaptive song that shifts as you do actions

fable and astra are definitely good enough to do this now

Clever concept I likey

haha you know… after making this i was like ‘i bet rob would play the shit out of this’.

You know me so well 😆

Looks sparse

all the white space? yeah. i'll add backgrounds eventually probably.

you can play the demo here:
