New game: Reeelz

A little something you can have fun with while you wait for the next GemCraft, here is the game, called Reeelz, we have been working on in the last two weeks (about 40 total net working hours).

It all started after I played Achievement Unlocked 2, and especially the slot machine on floor 3. A year ago I saw the card game Fluxx on the net and liked it so much I bought it over Amazon, and I wanted to make a game some day which contains figures (Fluxx calls them keepers) you can collect and combinations (or goals) you can achieve. And the slot machine scene gave me the starter push. That’s about all our game has in common with the two titles above, the final game we came up with, Reeelz, is a slot machine with 7 reeelz, and 150 combo cards you can achieve.

Sounds simple to make, right? Well, it seemed to me so at least, no more than a weekend and it would be done I thought. This small project showed how greatly I can underestimate the development time. Sure, it was not a two weeks’ intensive workshop, but the calendar doesn’t see the everyday time demanding activities, nor did I.

Being apathetic from the endlessly extending GCL project, I couldn’t resist the temptation to take a weekend (and then the rest of days needed) off and make this game. Temptation is a major element of the game too, you are presented with many options (the final deck has 150 instantly pursuable combos), many of them easy to take down, but clicking all the easy combos will lead you nowhere. Check out the game, and maybe the Strategy Guide for more tips.

There are news and things to talk about with GemCraft as well, I will give it a new blogpost tomorrow.

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15 Responses to New game: Reeelz

  1. Florian says:

    Not what i hoped for, but maybe what i hoped for comes in the post tomorrow 😉

    Right now i am going to try the new game 🙂

    • Florian says:

      I must say its funny 🙂

      Will not keep me busy till GC comes, but definatly for some hours!

  2. Daniel says:

    The 4th level with 120 seemed much harder than the last one. Not sure if I just got lucky or got better at knowing which symbols were near each other on the “Reeelz” or maybe the number of 2 star matches in the 4th level was more than the last level.

    In any case it was a fun game with just as much strategy as luck. Holding off on getting tokens and choosing when to go for a harder match was a fun risk / reward game. Very similar to the mana pool for gemcraft where you choose whether to make more gems or spend it on more score etc.

    Any possibility there’ll be an endurance / unlimited mode for Reeelz?

  3. GreenToast says:

    haven’t tried out the game yet.

  4. Florian says:

    Hm, just the stepping system does not fit me… If I click on the down arrow, i suspect the wheel to rotate downwards, so the image that is seen over the actual image should be the new actual, not the images that is below it…

    Might be just me, but it really irritates me!

  5. Florian says:

    Finished 🙂
    And all in all I have 128 Token left 🙂

  6. Tama Yoshi says:

    Damn, I thought I was cool with my 95 left >_> Not that this game provides any reasons to be cool at all <_<

  7. Artemus Harper says:

    The game is very nice. The suggestions I have are:
    1. display a list that shows the order of the symbols on the reel. I had to write down the order so I know if that last reel is just 2 steps away from what I need. Or disallow moving the reel more than 1 step, possibly allowing spending 3 tokens to make a reel into a wildcard.
    2. The selectable cards are ordered from “hardest” to “easiest”, when it just considers how many cards are in the set. The ones with a specif order are often harder, as are the ones that require the same cards compared to all different. E.g. 2 cheese is twice as likely to occur naturally than 1 cheese 1 sandwich.
    3. Instead of having all the cards available from the start, make a 2-5 of them added every 10 matches. This avoids doing all the hard ones in the beginning making it easier later on, or using up all your easy ones too early.
    4. Start with fewer reels in the beginning and add additional ones later on (with the harder cards). Bonuses could be given for doing the hardest ones before a new reel is added.
    5. The end scoring should give 1/2 point per token wasted.

    • Florian says:

      Nice suggestions, but concerning “1” i would not display the order, but change the order after every completed card, so one cant learn it….

      Makes the game to easy in my opinion..

      • Artemus Harper says:

        That could work, but I think it removes some of the realism from the game and confuses the player. Although if the order was the same for each of the reels, while being changed after each card, it would be an interesting, as you could use info on other reels to determine how far you need to turn one.

        Overall I like the skill mitigates luck effect. The more skill you have, the less of an impact luck doesl; this is similar to Peggle’s design.

  8. Vesper says:

    geez, a small but extremely exciting game! Just spent an evening reeeeeling stuff in, ending with 112/90 and a set of reeeeeally bad luck mid-game, though managed to overcome it. Thanks, you really give us something to get busy with while you’re developing GCL!

  9. missillusioned says:

    I really enjoyed this game 🙂 Lots of fun!

  10. BevansDesign says:

    Pretty cool, but it could use more levels of difficulty. Maybe later levels could have additional symbols, or more difficult cards to clear, or something like that.