DD62 Update. Improving quality and content


Hey all, another demo day is here, and I've got a hot fresh update ready.

What's new?


This dev cycle I was focused on improving the game feel, fleshing out features. With these two areas majorly improved,  I believe the game is a in a very solid state at the moment.  It needs more to make it stand out, but I have a good base to build on.

- Game Feel

This really came down to two big features.  The first one is giving players control over game speed.  This just feels right, and lets players have the game move as fast as they feel comfortable.  The second one is speeding up animations slightly over time.  This makes bigs wins sooo much more satisfying instead of a slog.  The rest of this came down to fixing bugs with return bets menus, and the roll indicator helping players tell what numbers are good and bad

- Fleshing out Features

This was just content and more content.  Big changes came to the special dice, now being sold in pairs.  I also added non-d6 dice, which was a good suggestion from last demo day.  This opens design space for chips that play off abnormal rolls, and abnormal dice in general.  In a similar vein, the hardways and horn bets were added, and they both got a slew of new chips that make them much more attractive bets.  Lastly, chips were balanced to make some less of an obvious buy, and be more rewarding for specific playstyles

- Goals for the future

Sadly, my dev works has been slowing down these last two weeks with lack of inspiration, and real life changes (Also play the bazaar).  But I want to work on making the game progression better, as just scaling the win goal is pretty boring after one or two runs.  

My current ideas/plans for this are:

  • "Boss" levels, or levels with a unique challenge. (Loses after 3 7's, no place bets, no come bets, etc.) Similar to balatro's boss blinds
  • Add extra goals for players each level.  (Win a horn bet, win 100$ on a hardways bet, hit the point 3 times, etc.)  I'm kicking around the idea of this being related to some characters or story elements, possibly similar to paper's please kind of storytelling
  • Add other betters around the table.  This kind of goes with the last thing, but part of the fun of craps is the other players around you.  Finding a way to have other players playing off your bets, who you can make friends or rivals with would be a great hook.
  • More special chips, more special dice, more build, more raid, more bounty

Anyways, thanks for reading this brain dump, I hope you enjoy the demo and I look forward to reading your feedback! 

Changelog:

  • Added Hardways and horn bets
  • Fixed tutorial, no more sequence breaks
  • Added 25 special chips for new builds and focus
    • Hardways and horn bet focused chips
    • Chips that can re-roll one die based on roll
    • Chips that synergize with special dice
  • Rebalanced existing chips, many works with all bets now
  • Dice are now sold in pairs
  • Added d8, d12 and d10 dice, along with other special d6’s
  • Added setting for animations speed
  • Added roll indicator to show which numbers will win
  • Increased difficulty scaling, game should be more difficult now
  • Added a main menu button to options
  • Added a help button to give info about bets in game
  • Changed the way number upgrades work 
  • Options settings are now saved
  • More sfx for game actions
  • More focus on setting the point with new animations
  • Point can be set on values outside of the normal craps number (2-12)
  • Lots of bugfixes

Files

6_ways_to_7.zip Play in browser
34 days ago
6_ways_to_7_linux.zip 31 MB
34 days ago
six_ways_to_seven.exe 100 MB
34 days ago

Get 6 Ways to 7

Leave a comment

Log in with itch.io to leave a comment.