{"author_link":"\/users\/gafblizzard","author_name":"gafblizzard","author_uid":"1004811","comments":[{"author_name":"Caspercaper17","author_uid":"1124935","time":"2018-12-06T09:19:30Z","epoch":1544087970,"modified":1544087970,"text":"Pretty interesting game, but VERY fast paced, and theres little included strategy. The overall concept is good, but a bigger map and longer game would make the game more interesting.\n\nPs. Phone support is really appreciated.","likes":1,"format":"md"},{"author_name":"gafblizzard","author_uid":"1004811","time":"2018-12-06T21:01:34Z","epoch":1544130094,"modified":1544130094,"text":"@caspercaper17 that's exactly the sort of feedback I was interested in!  I do want to make a bigger map with the various mechanical and strategic options I mentioned in the description and see if it's fun.  I'm interested in whether the idea has any potential to pursue further.","likes":0,"format":"md"},{"author_name":"ericm","author_uid":"1058775","time":"2018-12-07T20:49:40Z","epoch":1544215780,"modified":1544215780,"text":"I understand the concept, and I played a full game. I'm not quite sure what the difference would be if there was only 1 power and hp, other than less variety. Maybe some more interesting things to do with the different powers could be a cool experience.\n\nEither way great job! ","likes":0,"format":"md"},{"author_name":"hectigo","author_uid":"1001761","time":"2018-12-07T21:52:49Z","epoch":1544219569,"modified":1544219569,"text":"Doesn't seem like there's too much difference between the choices offered. It seems like the game needs some other strategic layer on top of what's already there, like some effects that are cumulative and more choice over how you affect the game board. You should also pay more attention to the UI layout: have the questions in the center of the screen and the options next to each other. Now it's easy to miss the choice on the right side of the screen.","likes":0,"format":"md"},{"author_name":"rumor","author_uid":"1105232","time":"2018-12-08T00:00:08Z","epoch":1544227208,"modified":1544227208,"text":"The core of the idea, where you have a character traversing a card-map and have to make choices\/sacrifices, is really promising. I think the most fitting mechanic to add, and the one that gives you the most depth with the fewest additions, is to have each player add or remove a card from the board every turn (or maybe every season?). I could see players luring each other into traps, rescuing themselves from being stranded, and carefully choosing their paths and sacrifices around their draws.\n\nI'm not sure the \"interactions\" are really that compelling even if you added more, since the math is currently too simplistic (-1 of one kind of point for +2 of another kind of point is still just +1 point in the end). If building up a lot of a certain *kind* of point unlocked additional abilities, then I could see it being cool. Maybe something like the character with more reputation (i.e. higher status in the monastery) can push the other player off their square, or getting your learning over 5 doubles the value of squares in the library\/study for your character.\n\nGood luck going forward! Once I wrapped my head around the rules I got kind of into it, so I'd definitely be interested playing a fleshed out version in the future.","likes":1,"format":"md"},{"author_name":"gafblizzard","author_uid":"1004811","time":"2018-12-08T01:36:53Z","epoch":1544233013,"modified":1544233013,"text":"@ericm @hectigo @rumor thanks for the very helpful input!  I'll check out your pages as well.\n\nYou're of course correct that there's not near enough strategic options at present.  I think at minimum I would want to force players to sacrifice an entire building (thematically, they would be giving up a particular job in order to focus more on being holy).","likes":0,"format":"md"},{"author_name":"Jimbly","author_uid":"1000989","time":"2018-12-09T21:30:54Z","epoch":1544391054,"modified":1544391054,"text":"Interesting start of a game.  I feel like the only interesting choice I ever made was what to sacrifice - beyond that it was purely \"move to square that gets me the total most attributes increased\", as the attributes didn't seem to make any difference (only cared about the sum, not the makeup of them).  Perhaps the victory conditions need to be something more interesting (you're score is your smallest attribute, or to win you must have the most in one attribute, and then the score is the sum of all of the other attributes, one of those kinds of mechanics).","likes":2,"format":"md"},{"author_name":"Brandio","author_uid":"1122223","time":"2018-12-11T21:54:56Z","epoch":1544565296,"modified":1544565296,"text":"Great that you can play multiplayer and single player. I think making it look like a board was charming as well. The core idea of the gameplay seemed like it could be interesting. But I did not feel like my decisions had much of an impact. The 3 different resources felt a lil samey, for example. Only so much you can do in short time frame, but if you had more time, i think a larger board and more weight on each decision would be fun.","likes":1,"format":"md"},{"author_name":"LaneDavis","author_uid":"1054550","time":"2018-12-12T02:38:20Z","epoch":1544582300,"modified":1544582300,"text":"How do players affect one another? I get that you can kind of sort of block one another, but I'm not really seeing how my actions make any impact on my opponent. The strategy seems *really* simple: go first and then always pick the high value options. It seems like you might be able to get more out of the game by blocking your opponent's spaces, but I digress.\n\nI loved the pick up and place mechanic! Brought me right into the board game feel. Also, huge props to you for implementing a two-player turn based game here. As someone who has tried it before, I know that takes a TON of work, so congrats for pulling it off.","likes":0,"format":"md"},{"author_name":"Gorka","author_uid":"1003985","time":"2018-12-19T18:21:58Z","epoch":1545243718,"modified":1545243746,"text":"Nice idea, but you have to improve on player interaction and maybe more possibilities, as currently the game has too much forced moves.\n\nI think having dynamic tiles to change the board from one playthrough to another would be a nice addition, or having the possibility of changing tiles at the first season change, but not later to avoid changing tiles with sacrifices.\n\nBonuses with score thresholds might be a good idea for more strategic depth. (ex : a +1 holy becomes a +2 or +3 if you have at least 5 learning, or you get 5 bonus points if you have at least 4 in each stat)\n\nYet another idea : hidden score objectives like \"get 5 holy for bonus points\" or \"have 1HP at the end of the game for bonus points\"\n","likes":0,"format":"md"}],"format":"md","images":["ld43\/127775-bea9c9e72614cf38b24defa8bd21e9aa.jpg"],"links":[{"url":"https:\/\/gafblizzard.github.io\/bliz-ld43\/index.html","text":"HTML5 (web)"}],"metadata":{"g_key":"41476","g_author":"1004811","g_event":"LD43","g_eventkey":"71","g_subevent":"JAM","g_urlkey":"239184","g_title":"Monastico:  LD43 entry","g_status":"USEAR3","g_place":"99999","g_commentcount":"10","g_site2_node_id":"127775","g_hide":"N","g_has_icon":"Y","g_rqueue":"0","g_random":"0"},"nds":{"n_key":"127775","n_urlkey":"239184","n_parent":"120415","n_path":"\/events\/ludum-dare\/43\/monastico-ld43-entry","n_slug":"monastico-ld43-entry","n_type":"item","n_subtype":"game","n_subsubtype":"jam","n_author":"4811","n_created":"1543605400","n_modified":"1543881389","n_version":"394291","n_status":"COMMIT"},"node":{"id":127775,"parent":120415,"superparent":9,"author":4811,"type":"item","subtype":"game","subsubtype":"jam","published":"2018-12-03T23:36:16Z","created":"2018-11-30T19:16:40Z","modified":"2018-12-03T23:56:29Z","version":394291,"slug":"monastico-ld43-entry","name":"Monastico:  LD43 entry","body":"Scroll down for game rules if you are in a hurry.\n\n# Background\n\nThis was created with the compo restrictions except I took too long to complete it.  I decided to learn a new framework during the compo, which I know is an awful idea, and of course I paid the price by spending most of Saturday futilely working on math and basic camera functionality.\n\nOn the plus side, now I have experience with PIXI.js.  I implemented a very basic board\/card game framework and put in some basic game rules.\n\nAs uploaded, this is a tiny proof of concept of a board\/card game idea.  The general concept is of a board game where you may have various strategic paths and options, but periodically rather than only other players blocking you, you are forced to sacrifice an element of the game.\n\n# Opinions Wanted\n\nSince this is such a limited prototype, high ratings are neither expected nor my goal.  However, I would greatly appreciate if you have any feedback on whether an expanded version of this concept might interest you at all, whether in digital or physical form.  If I do more experimentation on the concept, I may also update the art and put a version up on Tabletop Simulator for playtesting.\n\nIn general, my ideas for a full version of the game could include concepts such as:\n\n* More players (e.g. 4)\n* More stats\/resources (e.g. alms, wheat, bread, food, candles, ink, manuscripts, robes, medicine)\n* More strategic options (e.g. cards that can be drawn \/ purchased \/ drafted)\n* More replay value (e.g. different cards \/ goals \/ buildings selected each game)\n* More interactions (e.g. trading alms for holiness)\n* More locations and actions inside the monastery (e.g. carpentry, masonry, gardening, tailoring, cleaning, eating, praying, reading\/writing, teaching, performing music, nursing)\n* Options outside the monastery (e.g. begging, preaching, visiting, selling, fishing)\n* Jobs that could be earned based on stats\/resources or affect gameplay (e.g. abbot, prior, lector, cantor)\n* More sacrifice options (e.g. sacrificing an entire card, or giving up a stat like reputation entirely, or restricting movement in some other way such as if the garden was more of a universal path between buildings)\n\nYou're also welcome to speak up if you think it's a terrible idea!  It helps either way.  :)\n\n# Game Rules\n\nMonastico is a board\/card game for 2 players.  You can also click \"Start AI\" at any time to let a bot play as your opponent.  It should work on mobile phones, except for zooming. \n\nEach player is a monk performing various tasks in a monastery.  Currently, the monastery only contains a library, kitchen, dormitory, garden, and chapel.  As the seasons change, you must sacrifice even more worldly tasks in order to be more monk-like.\n\nA randomly selected player takes their turn first.  All players start with 5 HP.\n\nOn your turn, you must either move to a new building or lose 1 holiness to pass your turn and be idle.  You cannot pass if you have 0 holiness.  Movement is either clockwise or counterclockwise, and if the next building is completely full, you can skip over it.  When you land on a building space, you perform its action.\n\nAfter every 5 turns, which means 2 for 1 player and 3 for the other, the season will change.  To start the new season, each player must choose something to sacrifice.  For the first season change, either clockwise or counterclockwise movement must be sacrificed.  For the next two season changes, building spaces must be sacrificed.\n\nIf you move to a building space that you sacrificed, the effect does not occur, and you can move again on the same turn.\n\nAfter 20 turns, which means 4 seasons, the game ends.  The player with the most HP + learning + holiness + reputation wins.  Otherwise, there is a tie.","meta":{"author":[4811],"cover":"\/\/\/content\/bc2\/1\/z\/1ce61.jpg","allow-anonymous-comments":"1","grade-06-out":"1","grade-07-out":"1","link-01-tag":"42336","link-01":"https:\/\/gafblizzard.github.io\/bliz-ld43\/index.html","link-01-name":"Web (mobile capable)"},"path":"\/events\/ludum-dare\/43\/monastico-ld43-entry","parents":[1,5,9,120415],"love":0,"notes":10,"notes-timestamp":"2018-12-19T18:22:26Z","grade":{"grade-01":12,"grade-02":12,"grade-03":12,"grade-04":12,"grade-05":12,"grade-08":12},"magic":{"cool":97.628120948833,"feedback":9,"given":7.625,"grade":12,"grade-01-average":2.45,"grade-02-average":2.2,"grade-03-average":3.15,"grade-04-average":2.9,"grade-05-average":2.1,"grade-08-average":1.55,"smart":-1.511421982039}},"text":"Scroll down for game rules if you are in a hurry.\n\n# Background\n\nThis was created with the compo restrictions except I took too long to complete it.  I decided to learn a new framework during the compo, which I know is an awful idea, and of course I paid the price by spending most of Saturday futilely working on math and basic camera functionality.\n\nOn the plus side, now I have experience with PIXI.js.  I implemented a very basic board\/card game framework and put in some basic game rules.\n\nAs uploaded, this is a tiny proof of concept of a board\/card game idea.  The general concept is of a board game where you may have various strategic paths and options, but periodically rather than only other players blocking you, you are forced to sacrifice an element of the game.\n\n# Opinions Wanted\n\nSince this is such a limited prototype, high ratings are neither expected nor my goal.  However, I would greatly appreciate if you have any feedback on whether an expanded version of this concept might interest you at all, whether in digital or physical form.  If I do more experimentation on the concept, I may also update the art and put a version up on Tabletop Simulator for playtesting.\n\nIn general, my ideas for a full version of the game could include concepts such as:\n\n* More players (e.g. 4)\n* More stats\/resources (e.g. alms, wheat, bread, food, candles, ink, manuscripts, robes, medicine)\n* More strategic options (e.g. cards that can be drawn \/ purchased \/ drafted)\n* More replay value (e.g. different cards \/ goals \/ buildings selected each game)\n* More interactions (e.g. trading alms for holiness)\n* More locations and actions inside the monastery (e.g. carpentry, masonry, gardening, tailoring, cleaning, eating, praying, reading\/writing, teaching, performing music, nursing)\n* Options outside the monastery (e.g. begging, preaching, visiting, selling, fishing)\n* Jobs that could be earned based on stats\/resources or affect gameplay (e.g. abbot, prior, lector, cantor)\n* More sacrifice options (e.g. sacrificing an entire card, or giving up a stat like reputation entirely, or restricting movement in some other way such as if the garden was more of a universal path between buildings)\n\nYou're also welcome to speak up if you think it's a terrible idea!  It helps either way.  :)\n\n# Game Rules\n\nMonastico is a board\/card game for 2 players.  You can also click \"Start AI\" at any time to let a bot play as your opponent.  It should work on mobile phones, except for zooming. \n\nEach player is a monk performing various tasks in a monastery.  Currently, the monastery only contains a library, kitchen, dormitory, garden, and chapel.  As the seasons change, you must sacrifice even more worldly tasks in order to be more monk-like.\n\nA randomly selected player takes their turn first.  All players start with 5 HP.\n\nOn your turn, you must either move to a new building or lose 1 holiness to pass your turn and be idle.  You cannot pass if you have 0 holiness.  Movement is either clockwise or counterclockwise, and if the next building is completely full, you can skip over it.  When you land on a building space, you perform its action.\n\nAfter every 5 turns, which means 2 for 1 player and 3 for the other, the season will change.  To start the new season, each player must choose something to sacrifice.  For the first season change, either clockwise or counterclockwise movement must be sacrificed.  For the next two season changes, building spaces must be sacrificed.\n\nIf you move to a building space that you sacrificed, the effect does not occur, and you can move again on the same turn.\n\nAfter 20 turns, which means 4 seasons, the game ends.  The player with the most HP + learning + holiness + reputation wins.  Otherwise, there is a tie.","title":"Monastico:  LD43 entry"}