Beggars Can Be Choosers by Herman Chau
In this rags to riches tale, you start as a poor street urchin begging for food and coin from day to day and try to claw your way up in society. Will you join a pyramid scheme to sell rats, or bake the world's finest apple pie, or perhaps become a knight of the round table and banish the undead from the land? Make these choices by flipping coins and placing them on the appropriate event card.
There are 40 game events and 3 possible endings and plenty of humor and references to other media for you to enjoy as you find out that contrary to the aphorism, beggars CAN in fact be choosers!
Also see the itch.io page.

Music is "Sneaky Snitch" by Kevin MacLeod (https://incompetech.com)
Backgrounds from Subtle Patterns (https://www.toptal.com/designers/subtlepatterns/)
Various UI elements from Kenney (https://www.kenney.nl/assets)
Ratings
| Overall | 287th | 3.711⭐ | 21🧑⚖️ |
| Fun | 163th | 3.789⭐ | 21🧑⚖️ |
| Innovation | 327th | 3.5⭐ | 21🧑⚖️ |
| Theme | 86th | 4.105⭐ | 21🧑⚖️ |
| Humor | 119th | 3.763⭐ | 21🧑⚖️ |
| Mood | 444th | 3.474⭐ | 21🧑⚖️ |
| Given | 18🗳️ | 18🗨️ |
Nicely done :D
One tip is to maximize coin gain until you can get to around 5 coin and then try to balance HP and coin until you can start snowballing.
Otherwise, this was a pretty smart game!
One other glitch is that the "Beg" option for Merlin shows +5 hp but it's actually +10 hp (the intention was +10 hp)
Excellent game and the main reason I love reviewing games on LD. This is a really unique mechanic that I admittedly didn't fully grasp at first. I initially thought "what's up with this game? I can just mash on beg and be done with this." Once you start getting an economy going though, there's a lot of brilliance to the design. Money is a constant thing to juggle, higher priority than even HP. I loved having to play risk reward calculations constantly but at the same time being able to make smart decisions (which my game also experiments with). Maybe I'm just foolish but it took me a long time to realize I should flip 2-3 coins depending on how many I need split up, and then make my decision based on H vs T values. Once I realized that I started making a decent amount of progress.
One thing I like about the game is that there are distinct phases to the game. I think that's something all good game should have to keep the player on their feet. You have the begging phase in the beginning where you're just trying to minimize damage, the economy phase, and then building quest items while maintaining your cash flow. It's all very well done. What's even more unique about this game is that you can easily go BACK to a previous phase, even all the way back to a beggar if improperly planned. Again, this helps shake up the player's plans and keeps things interesting.
It's hard to think of additions I'd add to the game, it all seems so well connected. How did you guys come up with the mechanics?
https://www.twitch.tv/videos/492120651
To be honest, we were pretty worried about balance since we were so focused on getting enough content in during the jam that we did nearly zero playtesting. And there are definitely things like not enough events that use up rats, the knight storyline requiring too many items, etc. that we will rebalance in a post-jam game.
As for how we came up with mechanics, we spent about the first 2 hours of the jam brainstorming, here's a snippet from our group chat:
```
> a rags to riches game
> start off as a beggar and beg for money and then later on you buy stuff with the money, trade it, barter, etc.
The gameplay would be "pick 1 of 3 options" at each turn of the game. E.g.
"Beg for money from the visiting noble"
"Attempt to steal the passerby's pocketwatch"
"Sing a song and hope someone gives you some gold"
> depending on some stats and stuff the options at each turn change
> Similar to [https://apps.apple.com/us/app/reigns/id1114127463](https://apps.apple.com/us/app/reigns/id1114127463) but the setting is you start off as a beggar and you win the game when you become king.
```
The coin flipping mechanic came once we decided on this idea and then thought about how to make the choices more interesting. A couple of us are really into [Dicey Dungeons](https://store.steampowered.com/app/861540/Dicey_Dungeons/) at the moment so we thought about a lightweight version of Dicey Dungeon mechanics and landed on using flipping coins instead of rolling dice.
@jake-marks, thanks for the playthrough! The stormy weather event ended up being pretty rough in the jam version since it can show up before you even have 5 coins and make you take 5 hp. Nice job getting a shield and apple pie!

ETA: at least it saved my last progress, far enough for me to see this screen:

What an epic showdown with the apple scrounge.
I actually quite enjoyed this rogue-like experience. The writing had quite a lot of charm, and though it took a while, the stats were informative enough to shift the game to my favor. I do think some more positive cards where begging gave coins appear earlier would have helped the player understand the outcomes a little more.
It took a while to register, but I do appreciate that certain conditions, such as the amount of coins you have at hand, or triggering certain outcomes, helped trigger certain cards to appear, fleshing out the world a little bit more. That said, it is a bit slow-going on many playthrough, so some balancing on quickening the pace of the story would have been appreciated.
Thank you for the detailed review and I'm glad you enjoyed the game and the systems we implemented!