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That makes sense! Certainly the deadline always gets features cut that we wanted to include. I did like the option to buy stuff to change your dice roll. Ironically, I ended up using that a lot more AFTER I bought the properties as most of the items increased your roll. The lower rolls are great for trying to hit the properties in the first place so maybe more of those or having more of them at the start would help as well. The increasing your rolls was what I ended up using the most though so I could go around the board faster and build up more money. Honestly, I actually liked the late game the most whereas the early game trying to reach my first property was the roughest part. But still a fantastic job as it didn't stop me from playing and having fun.

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There's a lot of ways to expand on it. Aside from tweaking the numbers, some kind of rudimentary inventory system that let players take items with them might be the quickest way of adding more depth to it. It's hard to account for how it's going to play before you actually start playtesting it though. I think it mainly comes down to having more strategic gameplay with ways of minimizing the randomness.