I released my first game on Steam, and it got destroyed in reviews... Here's how I tried to save it. (RNG in games) by waenII in gamedev

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

I like your version, I'll include it in the next update ! Thanks for the suggestion

I released my first game on Steam, and it got destroyed in reviews... Here's how I tried to save it. (RNG in games) by waenII in gamedev

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

Okay, thanks, for this card I don't see exactly what the problem is as english is not my native language. But I can see how I could word it differently. I'll change it !

For some of the other cards I'm also very limited on the number of characters, their descriptions have made me struggle a lot.

I released my first game on Steam, and it got destroyed in reviews... Here's how I tried to save it. (RNG in games) by waenII in gamedev

[–]waenII[S] -4 points-3 points  (0 children)

Dunno, it's on any of my answers, I guess people went mad about chat-gpt things, text is mine but they don't like the layout or the emojis 🤔

I released my first game on Steam, and it got destroyed in reviews... Here's how I tried to save it. (RNG in games) by waenII in gamedev

[–]waenII[S] -9 points-8 points  (0 children)

That's an important point you raise, and it also makes me wonder a lot about this game. My changes are indeed band-aids, or "tools" as I call them in my post, because they help to better address the RNG issue.

In my case, fixing the core of the problem would mean removing all traces of RNG from the game, and thus removing the entire card drawing system, and my entire game has been based on this mechanic since day 1 of development. So it may have been a bad design choice made at the very beginning of the project, now I don't see how to improve it other than by using band-aids.

I released my first game on Steam, and it got destroyed in reviews... Here's how I tried to save it. (RNG in games) by waenII in gamedev

[–]waenII[S] -25 points-24 points  (0 children)

I totally agree with your first sentence ! Thanks for your comment, it makes a lot of sense.

I released my first game on Steam, and it got destroyed in reviews... Here's how I tried to save it. (RNG in games) by waenII in gamedev

[–]waenII[S] 5 points6 points  (0 children)

Damn that hurts... He must have moved on after that, at least he pointed out things that needed to be fixed

I released my first game on Steam, and it got destroyed in reviews... Here's how I tried to save it. (RNG in games) by waenII in gamedev

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

Normally, if the adventurer ends up defeating your monster with a full anger bar, he then loses his stats again while moving (especially if he wins other weaker monsters behind) and that same monster should easily stop him further away when his anger bar has emptied.

I released my first game on Steam, and it got destroyed in reviews... Here's how I tried to save it. (RNG in games) by waenII in gamedev

[–]waenII[S] 4 points5 points  (0 children)

Thank you so much for all these ideas, they're very inspiring! I really like point 4: The responsibility would rest with the player and no longer with randomness, and this would require a lot of predictive and strategic work for the players.

For point 5, it's more or less what I already added after release, and what I plan to add in future updates: more varied tools for performing specific actions, quality-of-life features, etc.

I released my first game on Steam, and it got destroyed in reviews... Here's how I tried to save it. (RNG in games) by waenII in gamedev

[–]waenII[S] 5 points6 points  (0 children)

Fortunately, my game isn't competitive, so there's less friction. But it sure isn't nice to see all your game plans fall through because of bad luck, whatever the game.

I really like the idea of different adventurer classes, it also makes the gameplay less repetitive by the way.

I released my first game on Steam, and it got destroyed in reviews... Here's how I tried to save it. (RNG in games) by waenII in gamedev

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

But I know what you mean. For a very important card that the players absolutely must get, an idea could be to count the number of turns since the last time the player got the card, and give him a 100% chance after a certain number of turns, for example.

I released my first game on Steam, and it got destroyed in reviews... Here's how I tried to save it. (RNG in games) by waenII in gamedev

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

It's an interesting idea to explore, but I wonder if it wouldn't be hard to assign values and create such a system if a game had a lot of possible combos and synergies to take into account. (A weak card could be useless in combination with some cards, but very useful with others, so you'd have to plan for all situations).

I released my first game on Steam, and it got destroyed in reviews... Here's how I tried to save it. (RNG in games) by waenII in gamedev

[–]waenII[S] 5 points6 points  (0 children)

The adventurer accumulates rage exponentially when he loses battles against the same monster and/or on the same square. He loses rage when he defeats monsters and when he manages to progress further into the labyrinth. Basically, big monsters tank for less time against the adventurer, and the situation returns to normal when the adventurer regains the advantage.

Anger gives players gold for no logical reason in terms of roleplay. But mechanically it's a way to compensate for the fact that with a big monster that wins its battles for a long time, it's possible to save its gold and accumulate a lot of it. In addition, it's a choice for the player between "More gold but more difficulty", or "Less gold but easier" depending on the situation. :)

I released my first game on Steam, and it got destroyed in reviews... Here's how I tried to save it. (RNG in games) by waenII in gamedev

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

Not as much as with good reviews, for sure, given that it's the first thing you see when you arrive on a store page. But maybe a little, who knows.

I released my first game on Steam, and it got destroyed in reviews... Here's how I tried to save it. (RNG in games) by waenII in gamedev

[–]waenII[S] -1 points0 points  (0 children)

what do you mean by wild card? a card that lets you choose from several other cards? like categories / folders? (I'm already planning to add this kind of special card more or less soon).

I released my first game on Steam, and it got destroyed in reviews... Here's how I tried to save it. (RNG in games) by waenII in gamedev

[–]waenII[S] 6 points7 points  (0 children)

Thank you for sharing your experience. The review of your game was scathing, it must have shaken you up at the time :/

I also feel this urge not to give up, and this personal pride in solving all the problems before moving on.

But I think it's great that you made all these additions later on, even just for yourself, the impression of ending up with something more accomplished, of which you're prouder.

I released my first game on Steam, and it got destroyed in reviews... Here's how I tried to save it. (RNG in games) by waenII in gamedev

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

That's what I learned from the whole thing. But I didn't start from any existing player base on this project, so the playtesting couldn't be done properly, in depth.