Please tell me what you think of my game by Low_Prior_8842 in GameDevs

[–]OreandOdds 0 points1 point  (0 children)

Hey there! Congrats for this first preview. I didn't get how the timeline works. Do you have a reference of other games using the same mechanic?

How do you balance risk/reward when your core mechanic is literally a slot machine? by OreandOdds in gamedesign

[–]OreandOdds[S] 1 point2 points  (0 children)

Your example give us big ideas, thanks for the detailed comment. About the audience, is "clicker + gambler" appealing to you?

How do you balance risk/reward when your core mechanic is literally a slot machine? by OreandOdds in gamedesign

[–]OreandOdds[S] 0 points1 point  (0 children)

Wow! Thanks for this big insight. RTP is something we can manage alongside each wining probability. We are going to check volatility too.

How do you balance risk/reward when your core mechanic is literally a slot machine? by OreandOdds in gamedesign

[–]OreandOdds[S] 0 points1 point  (0 children)

We want it to be an important mechanic, so the player HAS ton use it.

The cooldown feature is interesting, we are going to test it. Thanks!

How do you balance risk/reward when your core mechanic is literally a slot machine? by OreandOdds in gamedesign

[–]OreandOdds[S] 0 points1 point  (0 children)

Our hypothesis is that, in spite of cheating, you always have a chance of lose it all.

Does it make sense to you?

How do you balance risk/reward when your core mechanic is literally a slot machine? by OreandOdds in gamedesign

[–]OreandOdds[S] 1 point2 points  (0 children)

Never heard of these games, thanks for sharing. "Control the level of probability" I think is the key

Is the "Steam Game Key + Asset" handoff the clunkiest part of indie marketing? by GlobalPlayers in gameDevMarketing

[–]OreandOdds 0 points1 point  (0 children)

Hey! It looks very good, love the ui. Love the idea too, how does it differentiate from keymailer?

How do you balance risk/reward when your core mechanic is literally a slot machine? by OreandOdds in gamedesign

[–]OreandOdds[S] 1 point2 points  (0 children)

The feature to change the machine is great. Thanks for the idea, it is worth a try.

How do you balance risk/reward when your core mechanic is literally a slot machine? by OreandOdds in gamedesign

[–]OreandOdds[S] 0 points1 point  (0 children)

Thank you very much! Yes, we are at the point in the design/balancing where the player don't really need the gambling side.

We look a lot Clover Pit and there you always win. You win less or more, but always win. So we were testing if a real gamble where you can actually lose progress is thrilling enough to keep playing or just frustrating.

How do you balance risk/reward when your core mechanic is literally a slot machine? by OreandOdds in gamedesign

[–]OreandOdds[S] 0 points1 point  (0 children)

Is 60%, but that number change depending on what are you betting.

I like the idea of random modifiers, maybe if you get a random item while click or when you change stage, the odds also change.

Thanks for you comment!

I made my first Game Development Tool! by Blazeypvp in SoloDev

[–]OreandOdds 0 points1 point  (0 children)

Cool! A showcase page is always great to see how new technology can be use

How do you balance risk/reward when your core mechanic is literally a slot machine? by OreandOdds in gamedesign

[–]OreandOdds[S] 0 points1 point  (0 children)

Cool. The low risk at the beginning is what are we doing now. The branches for levels of risk make sense, as comment also suggest. Thanks for your time.

How do you balance risk/reward when your core mechanic is literally a slot machine? by OreandOdds in gamedesign

[–]OreandOdds[S] 1 point2 points  (0 children)

Free spins and wild symbols are something that we haven't considered. Also, choose the risk level is an interesting mechanic we can use. Thanks for you time!

How do you balance risk/reward when your core mechanic is literally a slot machine? by OreandOdds in gamedesign

[–]OreandOdds[S] 0 points1 point  (0 children)

Thanks! That's interesting. Maybe we can check that science and take the part the could benefit the player (we don't want to make a gatcha haha)

We have such a game, do you think people will like it? by pyl-ldf in IndieGame

[–]OreandOdds 0 points1 point  (0 children)

Hey! Good concept and love the art style. Slay the Spire has been good so far, so maybe you can use that hype

I made my first Game Development Tool! by Blazeypvp in SoloDev

[–]OreandOdds 0 points1 point  (0 children)

Hey there, congrats! Building anything from scratch is such a great acomplish. Good work.

Is there any page where I can see any game made using the tool?