The Stochastic Abyss by Ezard94
You are lost in the depths of logic and mathematics. Will you be able to endure its twists and turns?
A simple game where luck reigns supreme. Controls: Left click to draw, an empty deck = a win.
With the help of TheMushins for the game design !
This game was realized for the Ludum Dare 57 with Godot.
| Link | https://ezard-io.itch.io/the-stochastic-abyss |
| Original URL | https://ldjam.com/events/ludum-dare/57/the-stochastic-abyss |
Ratings
| Overall | 859th | 2.563⭐ | 26🧑⚖️ |
| Fun | 873th | 2⭐ | 26🧑⚖️ |
| Innovation | 536th | 3.104⭐ | 26🧑⚖️ |
| Theme | 803th | 2.667⭐ | 26🧑⚖️ |
| Graphics | 571th | 3.375⭐ | 26🧑⚖️ |
| Audio | 527th | 2.688⭐ | 26🧑⚖️ |
| Mood | 765th | 2.917⭐ | 26🧑⚖️ |
| Given | 17🗳️ | 25🗨️ |
Otherwise I liked the surprises when the deck got deeper and deeper (cool art style!), but perhaps you can add some additional info in the description.
However, I'm not sure if the time limit works well for this game as it basically punishes you for taking your time with each card. This seems a little antithetical as the main form of engagement is soaking in the card illustrations, thinking about how their effects modify the game state and getting amused by the labyrinthian implications they have for your hand size :D
Also, I agree with the other commenters on the whole card drawing feedback. In addition to improving functional clarity it would also lean into the games biggest strengths by enhancing the presentation, even just some simple sfx would make a big difference.
It's interesting how engaging a simple game with 0 meaningful decision making and very rudimentary "tactility" in its interfacing can be if the presentation is well executed. Everything comes together in a way that somehow manages to feel decently interactive.
Overall, really cool project!
I like clickers, but it didn't really register to me that I was playing a clicker, so I needed to tab out of the game to see the objective. I think just a text in bottom of the screen saying "Escape by emptying your deck" would have made my experience a lot smoother.
Once I understood the game, I just kept spamming click, which I think is totally fine! But it felt like the card designs was to complex to register at that speed so I ended up just looking at the deck size number. I think if you hade a really clear red up arrow somewhere on the bad cards and a green down arrow on the good ones it would be a lot more interesting looking at the cards. And maybe add a click cooldown of half a second or so (just so the eyes register the arrow) if needed.
All that say, the idea is really nice, and the game logo art really drew me in. Well done! :)
I do wish there was a bit more feedback when drawing cards from the deck and indicating whether the outcome was good or bad (a sound/animation/something), and I think making the text a little easier to parse with some formatting/font differentiation, but overall I had a fun time. Well done! :confetti_ball:
Really interesting concept. I love the way the changing backgrounds make the size of the deck feel more tangible. This sort of thing might not be for everyone, but I personally find it really interesting to play with probability and just see what happens.
The timer did feel kind of unfitting, though, since it encourages you to just click as fast as possible instead of engaging with the game and reading the card descriptions.