Human Coin Chicken Flower by kiv
- You are the HIGH PRIEST.
- You must collect as much as you can from this village.
- At least try to COLLECT MORE THAN THE KING.
Remember: IF ANY RESOURCE RUNS OUT FROM THE VILLAGE, YOU BOTH LOSE.
You have THREE SEASONS for this holy mission.
You have ARROWS ON YOUR SCREEN to take and give.
- They use flowers for decoration — we use flowers for sacrifice!
- They use chickens for food — we use chickens for sacrifice!
- They use coins for indulgence — we use coins for sacrifice!
- They use humans as servants — we use humans for sacrifice!
p.s. sorry i have not enough time to make the burning ritual animation. please use your imagination.

| Link | https://github.com/kiv-cs/ld58/ |
| Link | https://kiv.itch.io/human-coin-chicken-flower |
| Original URL | https://ldjam.com/events/ludum-dare/58/human-coin-chicken-flower |
Ratings
| Overall | 191th | 2.85⭐ | 22🧑⚖️ |
| Fun | 201th | 2.45⭐ | 22🧑⚖️ |
| Innovation | 72th | 3.5⭐ | 22🧑⚖️ |
| Theme | 106th | 3.55⭐ | 22🧑⚖️ |
| Graphics | 187th | 2.675⭐ | 22🧑⚖️ |
| Humor | 74th | 3.211⭐ | 21🧑⚖️ |
| Mood | 196th | 2.395⭐ | 21🧑⚖️ |
| Given | 17🗳️ | 8🗨️ |
Looks interesting either way, best of luck!
Also love the deep metaphor of confrontation of government and religion where ordinary people just consumable material.
The King is having fun again. But this time, we're not playing the king...
I'm glad that we can easily restart a level. Audio would be nice, it would certainly add to the game. However, I like the art style. Overall, very creative.
@grid96 just random with greed weights depending on a wave
I got 3 outcomes the king winning, the high priest winning, and greed ruining things for everyone. I like it when games have multiple endings, even when there is only one "winning" outcome. It at least gives an illusion of narrative interactivity and player agency.
I think the main trading game is very engaging, giving players an intuitive risk/reward dilemma. However, to play the game "optimally", the player has to spend 90% of the time looking at the enemy hand. I'm not sure there is a way to "solve" this, or if it is even a problem at all. It just reminds me of some MMO experiences where instead of looking at all the characters etc, players stare at their cool-down timers.
Potentially controversial, but I think your use of randomness was the right choice, and very clever. In a commercially released game, players can expect a more sophisticated AI, with complex algorithms etc. In a game jam where we have ~48 hours, using "smoke and mirrors" tactics is the right choice IMO. Even though the AI choices seem to be random, my brain kept assigning meaning to the moves like "this king really likes his chickens" or "he is bluffing!"
Something else that I like about your game is the narrative design. Even though the game doesn't have a "story", there is narrative and drama delivered by the setup and gameplay. There are also the right kinds of blank spaces there for the player to fill with their own imagination. I think a lot of good fiction tends to leave room for mystery and fan speculation. The tricky part is knowing what to leave out without making the audience feel frustrated. In the context of your game, I'm imagining cosmic horrors and supernatural forces secretly fighting over the world. This may or may not be what you had in mind as the author, but that usually doesn't matter in the few minutes players get to interact with a game here.
TLDR: Cool game, I liked it! 👍
It would be interesting to know how the AI works because most of the time I was just wondering whether it is all random or if there is some strategy that can be anticipated but I didn't manage to grasp it.
Although the graphics is simple, it delivers the idea of the game. I couldn't hear any music or sounds, I guess you just did not manage to put them in. It would have been nice to have them. Even simple sounds add a lot.
It's an interesting concept and quite well conceived in such a short time.
There's a lot of different ways you could improve and/or expand this.

:fire: :fire: :fire: :fire: :fire: :fire: :fire: :fire: :fire: :fire: :fire: :fire:
You asked to use my imagination. I can feel the heat of the purging flames very vividly!
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Never stop jamming!
The last round is quite tough with the resources flying so quickly.
Like others I was also wondering if it is just random or if there is any predictable behavior. One thing i figured, if you let the king snatch too much early on, you cannot come back.
It'd be interesting to have some insight into the king's desires, or ways to predict what the king might want to a degree (eg, "the king wants something living" would narrow it to just humans/birds, so you would know flowers and coins are safe to be a bit greedy on until his mood changes). Not sure this would change my strategy much towards the later stages though since they scale with speed. Maybe instead scale by the amount of resources the king takes?
Either way, cool implementation. Nice work!
I LOVE the programmer artwork, makes me happy to see it! I wish you had enough time to add some sounds, but other than that it's a great entry!