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Really love the art of the game, makes me wanna get addicted to it it's so good. Love the concept, love how it's played and how quickly you pick up on the rules-

However...

The difficulty spikes up A LOT come turn two, and the game is heavily reliant on luck and randomness, so it's rather hard to try and make up any semblance of a build or strategy with the options you're given.

Some options for scoring are pretty much guaranteed 0s. Even by trying to build a dicepool full of 5s I couldn't for the life of me ever score in the "Pentacle" category. Heck, some times it was hard to score a three of a kind with how reliant on luck this thing is. Maybe add more dice? Not sure what options could work.

Criticism being given? This is definitely a game I'll be following in hopes we get more of it! 4/5!! 

In Yahtzee (that this game is obviously heavily derived from) there are categories called Small Straight and Large Straight. Why you would have something called 'Small Straight' in your game and have it be just the end part (missing the 2) of Yahtzees Large Straight is beyond me and confused the hell out of me.

If you're going to take a known game and modify it, you should probably atleast explain what you changed. Like, at no point did the tutorial say to hover over the icons on the left to see what they actually mean, so I just had to assume they were Yahtzee rules.

I very much like the Jackbox Games type cartoony visual look of the game.

there is a large straight, you get it from score category stuffs

Great job!

what rewqard number?

super fun!!! very addicting!!! small bug report though, i think the "you went X rounds before being defeated!" text is broken, it just says 15 for me no matter what

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This demo was sooooo fun! I got all my friend addicted to it. Well done. Excellent art and music. I can't wait for the full game :) 

Lore flaw: Can't the Devil just "disqualify" us for our cheating?

So close.....

I love this game but found some bugs

This is incredibly well done! The art, and gameplay is so addicting and fun to play through. I managed to conquer the demo and I wanted so much more after. Really great job overall, and if you guys need help with anything at all, I would gladly offer a helping hand. (If you ever need localization in Italian, I got you guys ;) )

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The game is well-made, but:

The game feels heavily reliant on randomness, especially when it comes to the shop. The item selection appears too unpredictable, leaving players with very limited control over their builds and overall strategy. As a result, it often feels like success depends more on luck than on player decisions.

Additionally, the difficulty progression seems unbalanced. Starting from the second round, the game becomes significantly harder too quickly, which can feel unfair and discouraging especially if you’ve had poor luck with the shop.

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Excellent proof of concept. I love the art style, I love the "relics" being pieces taken from other board games.

The hard part is going to be getting the balance right. Balatro works because you get a huge hand of cards and choose which ones to play. This game uses the regular rules of Yacht Dice as the core mechanics, without any adjustments to assist the player. 

A good example of this problem in action: I've played 5 full games of this and never once managed to hit a "Pentacle" even with a reroll build. So why is Pentacle included in the very limited scoring options that the player starts with? It's just going to be a 0 for the first few rounds unless you get insanely lucky. 

This could be mitigated somewhat by having different starting loadouts of scoring combinations (similar to Balatro's different decks). For instance, you could have a loadout that starts with 5 "Full House" as the scoring options, but the dice only contain 1s, 2s, and 3s. 

I'll definitely be keeping an eye on this project. The potential is there, you just gotta land the plane. 👍

love the art and music/sound effects

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fun gambling

Thats a really good job. I like it

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I banked 0 points and didn't get a ghost die.  SKip and Draw, marble, 8 ball.
Not sure what the issue is

This is SUCH a fun game! Thank you to the devs for building an incredible demo. I played through a few times to beat the wolf and eventually got there (go Magic 8 Ball!). Would love to see an expanded version with more lore and challenges (and maybe an expanded ruleset, as it's a bit hard to test out and calculate exactly how each relic functions in live play and which other relics it respects re. color and scoring), but this is already a delightful solo board game experience.

Made it to Stage 9 Round 3 with the Red Disc, Red Mouse, Hungry Pachyderm, and Monopoly.

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Is the Golden Ladder description wrong? The tooltip says it spends 1 coin when banking to upgrade the category, but for me it spent 3 coins when banking.

If this was devloped into something bigger i'd  happily pay for more of this (not that i played  all there is to offer yet but i'll get to that)

good game

I noticed the officer's arm glitches when hes flexing while the points are counting up! Overall, once you get the hang of it it's super fun, the artstyle fits, and i got invested enough to take multiple tries to get past the third 'boss'. Great game, keep it up <3

how do you use "activates once per round" relics? They dont seem to ever trigger

this game is crazyy fun! absolutely loved it

Absolutely love the artstyle, it works very well with the concept and the cursed boardgame idea! 

"White Dice are scored as red dice" means you lose against the wolf no matter what.  Not sure if you just get 0x RED, if it is working, but I've tried to see the math and it never seems to work out on the other rounds. Might be worth checking the math. 

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try selling it before the wolf fight? idk :/

This game is certainly above others I've seen from itch, here are my thoughts:

Player onboarding was rather quick, as someone familiar with the rules of Yacht and Balatro I picked it up rather fast. It took me a few rounds to work out what the difference between white and red dice were, and how many turns I had to meet the score limit, but I picked it up rather quickly.


The theming and art are top notch, the style is inspired and definitely is worth the effort put into it. A note on the animations, I'd appreciate some more transitional animations, each one is so fluid that it becomes jarring when it snaps to the next one (such as the idle pose to reactions on winning), if this was changed  it would definitely push it into perfection. A specific nitpick, the policeman boss's right bicep vanishes during the flexing animation. I did really like the background for the devil shifting and reflecting the theme of the boss, it's a really fun choice.

The gameplay isn't the most original, being two familiar games taken together, which definitely works for making a functional "new" idea, but I wish it gave me something I haven't seen before. The relic per row idea is a bit of a novelty, but I rarely got any more than 5 relics, so there wasn't much there. I do feel the wolf boss is a bit unfair, it's rather punishing and there are no easy workarounds. Some relics don't seem to work like they should, the ladder relics don't activate unless they're in a specific scoring place, and the Uno card one doesn't seem to do anything at all. Working out the balancing for the item system and adding more variety would be my priority.


I really love the legs this project has. It's not perfect, but has a lot of room for growth. Fleshing out the story just a teeny bit more would go a lot further with all the style present, but I really would recommend rounding out the mechanics more. I'll definitely be following this one as development progresses.

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I think the concept works (although I'm not sure how later round scaling goes.) [Theoretically, anything can be Balatro'd, the skill is in making it fun.]

Also, the wolf just feels like a guaranteed loss if you have no mult relics past the first round.

Anyways, there were some bugs.

The only major one is that red dice that wouldn't score normally but score because of Hungry Pachyderm work against the wolf. (For example, if you get three of a kind with 2 white 3s and a red 3, the red one won't work, but if you also had a red 4, the 4 would score for some reason.) [In this case, I used Red Disk to make all the dice red.]


Butterfingers limited the points per category to half the goal + 1.

Lastly (no screenshot because that'd be too difficult, and it's just visual.) Five Alive visually triggers both times a 5 activates instead of just the one time it triggers the five.

I enjoyed this fun little game once I got the hang of it!!