canon

i make indie games

unvoiced 2* in a tokyo apartment trying to weld end-of-service anime characters into playstation 1 party games


https://300gcurryrice.itch.io/solitaire-j4 (password: 300g_jockey)

I've been working on gameplay for a timed solitaire game, and I'd be happy if you played the 10-minute mechanics beta (seven chunks of roughly-1-minute gameplay, plus change) and let me know how it felt!

the game plays in-browser - optimally it should be played on phone in portrait orientation, but it works on desktop as well.

depending on your window or phone size, it may look a little ugly since my responsive layout kind of isn't at the moment (please resize your window as needed) (EDIT: wow this screenshot is big on cohost sorry)

more detailed dev diaries after the cut, though I encourage you to play first!


dev diaries: overview
as you might guess from the password, the mechanics for this game were inspired by Pocket Card Jockey, a charismatic little 3DS game that mixes golf solitaire, character raising, and a lot of wit.

my goal is to create a ~one-hour length arcade gameplay experience; if you consider the beta above to be "one race", I'd want the "full game" to be a handful of these (with minor variations on difficulty and structure), with story snippets and obtaining upgrades in-between (examples of such upgrades are seen at the start of the beta).

of course, the whole loop doesn't mean much if the core element (the solitaire) doesn't have the right vibe, and so here we are with the mechanics beta. so please give it a shot and let me know what your experience was like!

the questions on my mind, that I'm asking both myself and you, are kind of like:

  • at a base level, does playing solitaire in this way feel good? do the two modes of solitaire feel different?
  • as players gain familiarity, can they improve their strategy and see higher scores as a result
  • just in general, how fast beginner and veteran players can Do Solitaire (and, as a subquestion, how much solve time varies depending on good / bad deals)

dev diaries: basic design
in terms of how I designed the current beta, I wanted to implement multiple "styles" of golf solitaire to diversify the gameplay experience - thus the Heats, where the goal is to rush to specific high-value cards, and the Laps, which reward careful play that clears every card.

aside from the timer / pile size differences in each, each one has slightly different scoring mechanisms to incentivize the appropriate playstyle, and the powerups in each mode (whether it be raw score bonuses, timer boosts, or skill meter) provide a bit of decision-making texture in terms of what columns to prioritize.

both gameplay types are repeated multiple times in a single race to smooth out the RNG when it comes to the deal, and the timers are tuned on the strict side to raise the skill ceiling a bit higher. I think it's not intuitive that the Heats right now are probably harder to maximize than the Laps, given their low time limit, but also I very rarely perfect clear Laps right now sooooo shrug emoji

dev diaries: long-term
the element I'm least happy with right now is the boost (sorry for the repeated terminology - the super meter thingy, basically). the idea is to give the user a "mash zone" where they can pause their brain and just throw down cards as fast as possible, but I think it's actually counter-productive in Lap mode right now and in Heat mode I just use it to get extra time.

I'd say "sooo that's probably getting adjusted" but if I carry this game through to production, the super abilities are going to get hard reworked anyway; my overall goal would be to make a few different bases ("cars", in this analogy) that have unique signature powers, and let the players staple modular upgrades onto it to customize it to their tastes. in terms of unique powers, imagine getting to pick 1 of 2 cards from the top of the deck, or to be able to move a card from the bottom of a pile to the top. "change the way you strategize" kinda stuff.

of course, long term, balancing is always hell, both in terms of different loadouts and in terms of setting target scores for players, and I only pray that there's enough wiggle room in this formula to make skill the dominant factor (rather than RNG) in achieving high scores

dev diaries: bonus
I felt like making scores strictly additive, which is why you don't lose points for not getting cards (you just don't gain the points you would have gotten for those cards), but also mistakes cost 20 points because I realized otherwise a valid cheese tech is to just mash all piles (or similar)

okay I'm out of words now have a good night


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in reply to @canon's post:

After a few tries I managed to get just over 6300 (with three items on). I haven't studied solitaire strategy or anything, but I've played a fair bit, digital and analogue.

Feel-wise I think it works. You could differentiate the two modes more, but that might be counterproductive ... like, the heats might be fun as even smaller, faster puzzles, but as-is the broad way of improving at both modes seems to be just do solitaire better, and giving the player a very different relationship to the timer in each mode might disrupt that.

Imagining some kind of vs. mode where you get bonus cards that screw over your opponent ... but that's probably outside the scope of this, and making all the requisite information available on one screen seems like it'd be a pain.

thanks for the feedback and giving it a play! sounds like our scores once familiar are pretty similar (the items I picked were +5 cards, +1 joker, and +10 sec, amusingly, ignoring all the skillplay bonuses)

yeah, pocket card jockey runs its small solitaire on a 15-sec timer with 6x2 columns instead of 6x3, but I wanted to keep the "you still gotta play solitaire" aspect of it a bit more. I think I like how both modes, as you mention, boil down to "play good solitaire", and I think my mental differentiation is how my play changes as the time pressure increases (where I switch from "play good solitaire" to "dig hard" in heats).

imo I feel like I actually want to tweak laps more right now because I'm finding myself stranding like 3-8 cards pretty often and I don't know if it's my fault or not, and I'd like to make it more possible** to perfect clear with thoughtful play since that's where the bulk of its points "should" lie (though I feel it's risky and might throw the balance straight over to "is trivial to clear")

** I recall now that casual games like Fairway Solitaire have items (irons, there) that let you set the pile to a given number, which might be about what I need. I'd consider adding / replacing the time powerup with that TBH

honestly VS is a kind of interesting idea I hadn't thought of; technically, it'd be easy to fake in a variety of ways (e.g. having the CPU progress on a timer rather than with actual AI, effectively becoming an obsfucation of the existing style), but I agree that it would become a bit of an information overload and also tougher to balance. narratively, I'm also not prepared to introduce Characters To Fight Against also lol (my planned story beats are heavily ridge racer type 4 [EDITOR: or literally any mobage??] one-on-one "you and your manager" type things)

Think the ones I went with were +10 seconds, +5 cards, and +50% boost. I was probably overestimating the usefulness of extra boost duration as far as extending the heat timer--maybe it's one of those all-around decent, beginner-friendly options you'd eventually swap out for something more finicky that you can use to greater effect.

I also was leaving cards behind in laps fairly often. I could live with that being the norm, supplemented by whatever specific powerup, unless the bonus for a full clear is so massive that your score is doomed if you fall short even once. I guess you could also look for signs of an impossible tableau and reshuffle/re-deal before letting the player loose, but if that's happening in the background already I'd say I'm probably just messing up under time pressure combined with golf being sort of a hard solitaire variant generally afaik.

tried three runs, the first two with +10 seconds/highlight cards (6362, 6035) and the last with +5 to deck/highlight cards/auto-flip deck (6742). it's been ages since i played regular solitaire so i'm pretty bad at this lol, but i like it!

  • the two game modes indeed feel pretty different; i can tell that heat is about speed, and lap about chains (read: actually making good decisions). they both work well to highlight different aspects of the game
  • i'm bad and relying entirely on the highlight cards item, but i can easily see the skill ceiling of the game being pretty high. on top of just getting better at it, i imagine you could also strategize around, say, prioritizing colored cards, or managing the boost by using it at specific times so you don't overcap it by getting a boost card when you have the meter at full, or something
  • at least with the card highlighter, i can do heat pretty fast but it doesn't help that much with lap, and as a result i end up taking that one slower (and not clearing the board most of the time anyway). it can be a little frustrating when it feels like i got screwed over by a bad deal, but at the same time i might just be being bad, so it's hard to answer this one exactly
  • addendun: i really like the items! they allow for some nice modulating of the difficulty, especially considering that a given item will be more useful in one mode and not the other. and the system also opens up possibilities like items that make the game harder instead... for example, one that shuffles the columns whenever you pick a card, or one that makes every card except the ones at the bottom of the columns invisible. solitaire: the grand master

i don't know if this was useful lol, but yeah, it's pretty fun already!