Odds turner
by absolutel
Odds turner
Tags for Odds turner
Description
A simple game of strategy and risk management. Assign your people to gain 4 resources and hope to get lucky. If you manage to build the Landmark before end of turn 100, you win.
How to Play
Drag sliders to set number of people gathering a resource. The graph shows chances of getting amount of selected resource.
*Resource gain system*
Each human you assign to a resource rolls a number between 1 and 4. All the numbers are summed, then divided by a number specific to resource, and then rounded down. Those spikes at food are caused by the divisor not being integer.
*Tech list*
Housing, cost 12, unlock house. House increases people limit by 3, costs 20.
Plough, cost 90, increase food production by roughly 20%. (change the divisor from 1.5 to 1.3)
Stock management, cost 48, unlock warehouse. Warehouse increases food and wood limit by 3, costs 10.
Cure cancer, cost 120, increase human production by roughly 20%. (change the divisor from 10 to 8)
Farming, cost 80, unlock farm. Each farm produces 2 food in addition to human production, costs 15.
Chainsaw, cost 180, increase wood production by roughly 20%. (change the divisor from 3 to 2.5)
PR, cost 150, unlock Landmark. Building landmark wins the game, costs 150.
That's it, there's nothing more to discover.
Comments
monchichij
Mar. 21, 2016
I like the concept. The graphics could use some polishing to make the game more attractive. I suggest plus- and minus-buttons additionally to the slider. That would make adjustments from turn to turn easier for laptop users.
Marretoman
Mar. 20, 2016
It is one of the best concepts for an idle game i've have ever seen! It combines idle and strategy!
Suggestions:
1) the population growth can be a function of food surplus or living standard. It makes sense and is easier to understand
2) an explanation for the growth graphics can be useful.
3) along the number of workers can be displayed the total productivity and productivity per worker
Thanks! I didn't really have idle genre in mind at start, but it definitely feels like it at the end. The explanation is in game description, it is not necessary for the gameplay so I just put it there as a side note. Also, if you look at the little numbers, you can better understand how the resource gain is calculated.
Fuzzyfsh
Mar. 20, 2016
when you lose you can click to restart but win you win you can't click to restart?
Totally a feature :)
Gaminic
Mar. 21, 2016
Very interesting concept. The graphs are a bit hard to interpret, which is a shame, because it turns the game from math/strategy into trial and error.
arigold16
Mar. 21, 2016
It's a good starting place, but very thin for now. Too easy and too short. Add a lot more content, remove or push out the turn limit, etc. Could be great with more work.
Yup, this is just something I put together from an idea just to see what people think (and to see what it plays out like myself). I was thinking perhaps I could make something in similar fashion, but there would be much more options and I would remove the random element completely. I wanted to add random element to add some replay value, but as it is, it is too frustrating sometimes. So perhaps I could make like 10 sliders for all sorts of stuff, and you would exactly know what is going to happen (all the tech and everything would be preset just like in this one). So there would be much more strategy, and the game would be pretty much about finding the one perfect build order.