Jam Dole Pitch

Jam Dole Pitch

Cycle 1 Goals

A classic card game, reimagined#

This started as a 2 day jam project to recreate a physical game we knew, and it’s since become a fast paced arcade-style game, with our own mechanics and rules.

We also took it to an SFA jam, and added support for a 3 pedal footswitch. Our demo at the MM Wednesday meetup got useful and positive feedback, and we’d like to take it further.

Having a physical game is a very neat way to rapidly playtest new ideas!


We think these are clear, achievable goals for the cycle, and will make the game more fun.


COMPLETE GAME PHASES#

To complete the main game, we’ll add the missing Choice and Chance rounds (3 cards face up and 3 cards face down, reserved for the end game), fix some small known bugs, and add some tests.


TRIPS GRAPHICS#

We will design custom card art, a deckback and card power symbols. We also have updated graphics to apply to the menus and overlays.


PLAYER GUIDANCE#

MM demo player feedback was that new players need more in-game help and directions. We’ll add a tutorial scene, and write an NPC script to interactively explain the rules.


ARCADE MODE#

To start testing the multiplayer experience and prepare for Playtopia, we’ll implement Arcade mode, using multiple screens and controllers on one computer.

This will include a leaderboard with player character art, and their retro arcade-style 3 letter initials, using our completed Character creator.

We’ll also supplement the current Dicebear art with a first set of custom Trips character art.


Trips Arcade mode already slaps. We’d love to bring the rest of the game we’ve designed to it.


Least favourite game is a difficult question, but …

a lost child’s pursuit no sim person can find zen while sims is running

License

CC BY-NC-SA 4.0 This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

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