Rock-Paper-Scissors Card Game Roguelike – stop time, summon tsunamis, shoot with bubble guns, feed cards to mimic, collect rare negative cards!
-Get 3 points to win a game.
-Drag cards forward to play them.
-Hold a card in hand to read its effects.
I made this game with Godot4. If you want to get inspired, I made the code repository public, so you can just look or reuse the code in your own projects. My github name is "horridparlor", and "hardest" is name of the project. The link listed as the website of this game. In the README there is link to the Google Drive folder with the game assets.
I have three points. First the problems releasing on mobile, second is what immediately happens now that focus is only on the Steam release. Third is the future plans for the game.
I have tried to get the game released on Google Play. There is 3 major problems with the platform. First is there is a new requirement that the game has to be tested by 12 players on 14 consecutive days. The problems is not with getting testers, its about requirement of the 14 consecutive days. Basically the minimum 12 players have to all open the app daily during the two weeks, and that is no-way developer friendly. I have found some people on the internet and had friends play the came for couple hours and give critical feedback. It\'s very good to improve the quality of the product. But there is nothing gained for having anyone open and play the game every day of the week, and I feel that is a very Nazi thing to ask anyone. It seems like a way Google is just misusing their monopoly power. This requirement is only for new accounts though. I had my old Google Play developer account, but past two years I was just studying in the university, and happened they had terminated my account for inactivity for not releasing anything for 36 months during that time. And the repel time has also concluded.
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Second problem with Google Play is they demand constant updates to versions anytime the API changes, and will terminate the application in 30 days if not updated. As a single hobbyist developer I don\'t constantly check the release dashboards I will not know in 30 days of any of these changes. I have life outside developing these games. Also, I feel miserable thinking that if I fall ill or die, they will just erase the game and my legacy in couple months and not even know my game ever existed. On Steam I expect it will be at least like ten years before they delete my game.
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Third is that Google does not have any features for single developers to gain visibility for the game. Google Play has no New Games -page, and even searching the game with right filters might not show my game. Basically if you don\'t get the direct link to the game from somewhere else, you cannot find the game. On Steam I can just put \"hardest\" on the search bar, and my game will come first.
So now immediate changes will be that anyone rolled in the Google Play closed demo will lose ability to get any new updates. From now on, the game is only distributed for PC through Steam. I will still develop the game to be mobile compatible, for my own personal use. Also, I like to physically demo the game on mobile devices anywhere. Mobile gaming is so convenient sad the same cannot be said for the mobile app stores :(
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At the end of August, the game will be changed from free-to-play to a paid game. Anyone who currently has added the game to their Steam library, will continue to have access to their copy and is not required to pay anything. I\'ll do this because plan was to add micro transactions to the mobile release, but that is not possible any longer. Steam users do not like micro transactions, but like purchasing games, especially during Steam Sales. Steam also promotes free apps less. I will price the game around 25 USD. Pricing the game on the high-end is morally superior because it benefits the whole ecosystem. Expensive games promote other developers also to be paid reasonably for their work. Also, I believe the early players will be happy for basically getting a premium-priced roguelike for free.
For the future of the game, starting from September, I will be releasing monthly updates for the game. These updates will be small in scope, and will include variety of different fixes and improvements. For content, you can expect a monthly update to include in average 5 new cards, 1 new keyword and some sound effects. I consider the game already finished, and worth the 25 USD. These updates are more for my own amusement, and having something to tinker with. They will not majorly change the current game and experience. Monthly updates will last for the next 10 months.
Thank you, I will answer if you have any questions Eero Laine
Minimum Setup
- OS: Linux distribution released after 2016
- Processor: x86_32 CPU with SSE2 instructions. x86_64 CPU. ARMv7 or ARMv8 CPU (e.g.. Intel Core 2 Duo E8200. AMD Athlon XE BE-2300. Raspberry Pi 4)Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Integrated graphics with full OpenGL 3.3 support (e.g.. Intel HD Graphics 2500. AMD Radeon R5 Graphics)Network: Broadband Internet connection
- Storage: 2 GB available space
Recommended Setup
- OS: Latest stable Linux distribution
- Processor: Modern multi-core CPU (e.g.. Intel i5 or AMD Ryzen 5)Memory: 8 GB RAM
- Graphics: Dedicated GPU with Vulkan 1.0 support (e.g.. NVIDIA GTX 1060. AMD Radeon RX 580)Network: Broadband Internet connection
- Storage: 3 GB available space
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