Dice Poker Chicken Battle by digitaldude555
Stage 1 get the best hand you possibly can, lock the dice you want and roll up to 3 times. Getting same hand two times in a row will lower points by half. For example two pair would be 10points first time and 5 the second time. Also get a score modifier for the highest number, so if you got three of a kind of fives you get 5 bonus points, if three of a kind twos you get two, and so fourth.
Ranking is Pair = 5, TwoPair = 10, ThreeOfAKind = 15, SmallStraight = 20, FourOfAKind = 25, BigStraight = 35, FullHouse = 45, FiveOfAKind = 60
Stage 2 train your chicken to fight and level up, set priority defense for higher def and hp, priority offense for spd atk. remember to feed chicken so he keeps his energy up. you have three actions per day and then its back to stage 1. There is also a store that sells attacks and other items for your chicken.
Stage 3 fighting stage rpg battle against 3 enemies they show up every 3 days one by one, defeat all three to win. and the moves are attack.....attacks enemies. defense defends which reduces damage you take. charge doubles your attack next turn. brick wall cancels all damage next turn. Stun stuns your enemy for one turn and leaves him defenseless, poison, poisons your enemy and reduces his hp by 1 every turn.
sorry there wasnt an ingame tutorial guys.

| HTML5 (web) | https://digitaldude555.itch.io/dice-poker-chicken-battle |
| Original URL | https://ldjam.com/events/ludum-dare/41/dice-poker-chicken-battle |
Ratings
| Overall | 1152th | 2.613⭐ | 33🧑⚖️ |
| Fun | 1161th | 2.339⭐ | 33🧑⚖️ |
| Innovation | 948th | 2.903⭐ | 33🧑⚖️ |
| Theme | 738th | 3.387⭐ | 33🧑⚖️ |
| Graphics | 925th | 2.839⭐ | 33🧑⚖️ |
| Humor | 627th | 2.8⭐ | 32🧑⚖️ |
| Mood | 1107th | 2.274⭐ | 33🧑⚖️ |
| Given | 35🗳️ | 38🗨️ |
I did like the setting though! And cutesy pixel art as well :).
Edit: Dice are fixed. Also its not pixel art at all....
Appart from that the idea is neat. Maybe some feedback for the things you do in the game might help to enhance the experience. I found myself clicking things without undertanding what they did.
The game has a great sense of humor!
A little bit of music would have been great too ! :p
I just attacked and I won, is it useful to defend? I did not try.
If you were to expand on this in one area, I would say focus on the feedback. Just simple stuff, like the game popping up the name of the poker hand I got and whether it was -50% or not. And the impact of my training. And whether I won or lost the fight. Basically whenever an important variable changes, there can be some visual thing indicating "oh boy look what YOU did, player!"
I definitely learned to get along without those, but they would totally up the game's feel.
I went all-in offense, and I had to fight captain squid a few times (tho I wasn't sure if I won or lost my fights against him, they just ended). I eventually realized OH I should go shopping! By then I had huge monies and bought lots of upgrade and wiped the floor with him. Then I took out cool cat and I was the champ!
I'll just edited out :)
Funny little game. The graphics were pretty nice. It's too bad most of the graphics were static. I saw some "shaking' during the fighting phases that was good.
As most people already said, the game is kind of confusing. I still couldn't figure what to do to get a good dice score. A way to make it clear (but that would have required some extra work) would have been during the sleeping/waking-up phase to have the break down of the score you would get. (For example, let's say you currently have a 1, 1, 3, 4 and 4, the game would write two lines : "pair of 1 : 5 points" and "pair of 4 : 20 points")
And currently, the dice rolls don't seem so important (correct me if I'm mistaken, but you can just spend twice as much days without locking any dice and get the same final result). To make the dice roll more meaningful, I would have used it in something other than a cumulative "score" and have it intervene somewhere else. You could have called it "motivation" or something, make it an experience/fighting parameter, and it gets reset every day. Meaning you have to get a good dice roll if you want to train and/or win the fights. If it's the experience points you gain per training, or damage per hit, someone rolling the dices randomly would take a lot more time. (That would have made the mechanic not ignorable.) Of course you would have to carefully balance it to not make the game cleared in one go with a lucky roll.
I also couldn't understand the battles completely. I saw they were a lot of cool effects (block, poison, stun...) but they were never decisive to win. Combined with the fact that the shop is king of hidden (at least for me I only started looking near the end), I'm sure a lot of people missed it out.
One way to simply correct this and show the player there's a shop: remove the "attack" capacity, and have it purchasable. After having some draws with the sign post the player will understand something is missing and TADAAAAH he finds the shop.
Final remark: it wasn't always very obvious that you won or lost a fight. A "you won", "you lost", or "draw" with a continue button would have helped made it clearer.
Anyway, great job, and sorry if I seemed very picky, it's just I'm focusing on the little things so you can improve.
I look forward to your next Ludum Dare contribution!