Casino Stuffing Game

I’ve been re-watching CSI: Las Vegas with my spouse over the last few weeks. I forgot how crazy the show could be, and how good most of the series is. Subsequently, I think I landed on a general premise for my first attempt at a full game.

2d, pixel art, Mac and PC (Mac first, since it’s what I have), and Godot for the engine.

I want to make a stuffing centered game that takes place in a, you guessed it, Vegas-like town. The goal of the game would be to take place in a gambling tournament/multi-day eating contest. Both parts would be tied into a weight system. The players winnings would help fund their adventure, along with other side quests. A reward system would exists similar to an adult Discovery Zone/Chuck E. Cheese.

There would be a heavy story element, as I am fond of creative writing. Nothing really to show for an existing idea, but I’m actively working on something. Crime element pending… I’d like to see things grow in phases.

Starting small, I want to just get a slot machine programed. Maybe a room for a sprite to walk around in.

I’d love some feedback/input!

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Add Blackjack(sans Hookers), and I’ll get excited!

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Lol Blackjack is my personal favorite, so I will add it in there at some point. This is going to be an incremental process. Despite that, I’ve already written a few pages worth of things I want to add as time goes on.

Honestly, I think programming the games will be one of the most time consuming tasks.

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Good luck, mate! I look forward to see what this becomes!

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Thanks for the well wishes!

oooh this sounds awesome.
id start with blackjack as its easiest to work with, and maybe aim for like 1-2 other games (poker and probably some kind of big wheel game)
maybe have the main characters start off skinny and try to climb the ranks through fats. (the most powerful and rich people are really fat because of their success, could probably tie in something to say that being fat is associated with success in the town or something)

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Yeah, Blackjack is apparently next on the list, ha ha! I have lined up slots, Blackjack, then maybe a dice game.

Thanks for the feedback! I like the rich/poor dynamic.

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one problem with casino games with a story to go through is that either it can’t really be tied to how well you do in the casino since all games are stacked in the casinos favor (except for PvP games like poker) or the games need to be stacked in your favor in some way, but that detracts from the casino experience I feel. you could also have a way to get money on the side but then why even go to the casino?

having a criminal element makes sense to me because then a cheating system would be justified and that could make the game progression more in the hands of the player. you could literally have an Ace up your sleeve and you could get busted when the real one shows up for example. a cheating system might take the game in a direction you don’t want, just something to consider.

as for games I would like to see are Bourré and Fight the Landlord. I haven’t actually played them but they seem really fun.

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Great feedback! Thanks! I already considered the fact that the odds would be in favor of the house. I was actually thinking about that last night, and came up with something to help the player in the form of “power-ups.” I don’t think I’ll settle on that name, but essentially the rules would be lax for the player already, and with a little boost they player would be able to make gambling mildly profitable. With these power-ups the player could temporarily increase their luck, or something. This would result in bigger, more frequent payouts. The gambling system is mostly there to give the player “casino credit” for amenities, like food, or other activities to lead to more power-ups. Ultimately this is a game where you would level you player up through food and total money spent.

I also don’t want to make it too easy for the player, so the risk/reward mindset will play heavily into everything. There will be side quests to get the player other stat boosts and money, but the payout from the games will be far greater. I will keep in mind that having other forms of income will make it more likely the player will do them, but I was planning on using the side quests as a vehicle for story.

Definitely will have a crime element at some point, and cheating will be a mechanic.

What I’m hoping for is a balance where the player can’t get by on just betting, but to stay in the tournament they have to get money for buy-ins. The scope of the tournament covers gambling and eating contests, with the eating contests being the real road to victory.

I think I’ll start with a slots game, then add a buffet for an eating contest. After that I’ll start on Blackjack, another card game, and a dice game.

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This sounds interesting - though, I wonder if there will be a way to bet on eating. For example, you challenge someone to a more personal (and unofficial) eating contest, and the winner takes the bet (but everyone takes the food, unless you want a system to ‘fail’ that, like overeating leading to ‘losing it’ - ideally not described - or something worse…which I would personally hope against). You could (if you had a way to guess a challenger’s stats) use this as a way to get better at the eating contests (if eating a lot ends up tied to being able to eat more in the future, which is always fun), as well as a means to make money. You could also connect side quests to maybe gaining means to improve stats (which I think you mentioned) in a fun or alternate way. For example, maybe eventually unlocking someone who is just a manic feeder, who will help force your capacity with extreme stuffing sessions - but the downside would either be taking a whole questline to unlock them, that they take a not-insignificant amount of time/investment to take advantage of, or any combination.

Let me throw out there that I would probably be the sort to look for a non-gambling way to earn progress, so that informs whose looking (as weird as it may be hearing someone who doesn’t like gambling being eager for this being developed), but also informs my perspective and biases. I always like the idea that the risk of gambling can be mitigated, because I think leaving progress and rewards to luck isn’t the best strategy; I’m sure that’s why you mentioned probably having ways to stack things in your favor. Some people get their fun from chance - and I can sometimes find fun in it, but usually just as an option - while others prefer effort being rewarded and/or skill paying off. This is part of why I’m normally on the Blackjack train, because (without the ability to carefully study your opponents and master their tells) Blackjack has a measure of skill to go with the luck; slots are pure luck, the same going for Poker (unless you can read your opponents, play mind games, and/or count cards).

I just wanted to, as a final thought, throw this out there: game design is often executed poorly by smaller devs (especially on these levels), and it’s especially hard to know what to do/avoid when it also changes based on genre. For example: time limits are a bad mechanic, unless they’re the points, such as a racing game or any other game requiring getting good/better to a simple array of tasks in a very small amount of time (but highly and easily repeatable). Another example is failure; losing feels bad, and ruins the fun, unless it’s something built to be easy and common, and doesn’t matter much - you die a lot in Dark Souls, but you never go back to the beginning, and you can infinitely work to progress and ‘git gud’ in an environment meant to appeal to brutal challenge; you can easily fail in Mario games, but that just takes a number off a stock you can keep replenishing (which you can replenish easier and easier as the games got bigger and bigger worlds and levels, to the point some almost work with a Dark Souls-esque checkpoint system you can’t fail behind), and enough playing of the small collection of levels and worlds (decreasingly with more modern, bigger Mario games) could let you come back to where you left off from zero with enough cultivated skill. The need to farm/grind is fun in games focused on narrative progression, having a ton of story you can enjoy around the work (and cool pay-offs to the work, like sweet loot and stunning worlds to explore); in a small game with no fun loot and few assets, grind it just a chore (an example being a game I’m currently fighting with, Vale City, where the limited assets and locations aren’t helps by the absurd grind, the unreasonable anti-cheating position and measures of the creator, and the fact that progress only gives you a higher temporary state you could temporarily work back up to). Unknown threats are fine in a game made to have suspense, which also has checkpoints and other mitigation of failing to those unknowns; they’re awful when there isn’t any way to predict them with a little more effort, when they’re still complete fails (not something you can retreat from) if you guess wrong, and where failure against them can make succeeding at the overall game impossible. Secrets are a fun surprise; secrets needed for the only possible good ending, which are really hard to find, and which make no sense in finding them/give no hint they’re even a thing ruin the fun. There’s a lot more, but that’s sort of my point: I hope you’ll be putting in gambling so it is fun, and so the chance element can’t just cause you to lose contests that will keep you from eventually being able to beat the game - the game concept sounds too long for that to be okay. This is especially the issue in so-called “fetish” (a word people really misuse, if I may be overly-nerdy for a second) games; people tend to play those for the normal game pay-off, but more so for the unique ‘pay-off’ they give. This is why most “fetish” games tend to either be really short, easy, and/or so full of relative content that the challenge isn’t reaching ‘pay-offs,’ but eventually finding them all. I know, personally, it feels really un-fun to play a “fetish” game so non-kink-game-esque that it feels less like an appeal to the kink than a ‘what if’ imposition of the kink onto a theoretical world…or makes it so difficult to reach relevant content that you forget it’s a kink game, and not a game about suffering and wasting your time. That said, it’s definitely not impossible to make a game that’s both ‘fun as a game’ and ‘fun as a kink game’ - it’s just a rare skill some people forget, and can be difficult to pull off.

I am really sorry about this freaking book of ranting I just gave you…I’m just saying that I hope, if you’re making this a long game, that it will be made with ‘how can I make this fun and appealing at the same time’ on your mind the whole way through. It’s not a standard I could ever demand (no one can, or should, especially not for a game made without tons of people and lots of money behind it), but it’s something I still can’t help expressing my hope for. Again, sorry.

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