Odds turner
开发者 absolutel
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Odds turner
Odds turner 的标签
简介
一款简单的策略与风险管理游戏。分配你的人员获取4种资源,并祈祷好运。如果你能在第100回合前建成地标建筑,你就获胜。
玩法说明
拖动滑块设置采集资源的人数。图表显示获得所选资源数量的概率。*资源获取机制*每分配一个人采集资源时,会掷1到4之间的数字。所有数字相加后除以该资源特定的数值,再向下取整。食物的波动是因为除数不是整数。*科技列表*住房,花费12,解锁房屋。房屋提升人口上限3人,花费20。犁,花费90,食物产量提升约20%(除数由1.5变为1.3)。库存管理,花费48,解锁仓库。仓库提升食物和木材上限3,花费10。治愈癌症,花费120,人类产量提升约20%(除数由10变为8)。农业,花费80,解锁农场。每个农场额外产出2食物,花费15。电锯,花费180,木材产量提升约20%(除数由3变为2.5)。公关,花费150,解锁地标建筑。建成地标即获胜,花费150。就这些,没有更多内容可探索。
评论
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.