RPS Arena by HungryCatGames
RPS Arena. Pick a team of champions and send them in to battle in each round. Of course your opponent has an unlimited supply of champions and you only have thirty. So your one and only goal is to delay your inevitable defeat for as long as possible. Your rock warriors, paper tigers and scissor ninjas make up your champions. Oh, did I forget to mention that RPS stands for Rock, Paper and Scissors? Yep, it does and the same rules apply.
This was developed for the Ludum Dare 50 game jam. Written in about 12 hours over a 48 hour period. It's an idea I've been mulling around for awhile now. There are few issues with this playable prototype. First you sometimes get a double win, then again so does the computer. It pretty much balances out so... Second the end of a round isn't always determined properly so there's also a timer. Just give it a few second and the round will force end.
If this game does well, or at least receives positive comments, I have plans to rewrite it as a mobile offering with better graphics, more defined battle sequences and animations, and the option to play against a live opponent head to head.
Dev Log will be published in a day or two. If you see it listed as one of the videos (from the in game link) then it's already live.
| Play in Browser | https://hungrycatgames.itch.io/rps-arena |
| Original URL | https://ldjam.com/events/ludum-dare/50/rps-arena |
Ratings
| Overall | 1362th | 2.672⭐ | 31🧑⚖️ |
| Fun | 1383th | 2.224⭐ | 31🧑⚖️ |
| Innovation | 812th | 3.19⭐ | 31🧑⚖️ |
| Theme | 1320th | 2.759⭐ | 31🧑⚖️ |
| Graphics | 1177th | 2.793⭐ | 31🧑⚖️ |
| Audio | 936th | 1.948⭐ | 31🧑⚖️ |
| Humor | 943th | 2.519⭐ | 28🧑⚖️ |
| Mood | 1323th | 2.44⭐ | 27🧑⚖️ |
| Given | 26🗳️ | 35🗨️ |
Rate my game pls too
But maybe that's the unevitable, that you cannot win :D
There's also no real strategy since the enemies are just completely random which I guess makes sense since its rock paper scissors.
With some polish you could turn this into a unique autobattler where you pick your troops and their lane before each match. You would essentially be playing multiple games of rock paper scissors at once, but you could allow the player to upgrade their troops, or maybe buy more troops per lane to increase the chances of winning.
Also, I was going to say that I liked your logo but it looked familiar so I checked your LD page and saw that I already commented "Awesome logo!" on your LD 47 game lol
Being that it is rock/paper/scissors, it is going to be random for your opponent. Since the theme was "delay the inevitable" I set the opponent to have unlimited resources to fit the theme. You are always going to lose, it's just a case of how long can you hold out.
If I wasn't using that theme then you and the opponent would start with the same pieces and depending on how well you do there very well could be winning scenarios for you as the player. There will still be the random element however in the "non theme version" you would be able to work off that randomness to determine a pattern. For example, let's say you send in mostly rocks and you win most of the fights. That means that you went up against mostly scissors (wins) and rocks (draws). So it's safe to assume the opponent might be heavier in papers (since they would have won any of those fights) and rocks (draws) and lighter in scissors (since your rocks would have beat them). The strategy now becomes trying to select from your pieces in later rounds in order to have an advantage. If I think the opponent is now biased in pieces towards paper I'd be better off sending in scissors.
Of course right now it's just a simple AI, but if in an online version you're up against a human opponent, then they would be considering the same with your pieces and might go all in on rocks assuming you're going heavy on scissors.
There will still be randomized match ups but what I really envisioned was everyone rushing to the center, then just one from each side "entering the ring" to fight it out. Basically a quick animation on each side with one being attack and the other being losing. For example when the paper snaps to attack the rock might crumble to a pile of dust. After that few second long fight the next two would enter and repeat until that round is over. You get back any pieces that won or drawed, and lose any that lost.
The whole vision is not possible for a single developer to create in the time limits and constraints of a jam but I find these very useful for testing out core ideas for possible future fully polished games.