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Devlog #1 – Farked

This is my first devlog for Farked, and also the first time I’m sharing it outside of a close circle of friends. I’ve been chipping away at this project on and off since March. Back then, it started life as a simple console based game written in Python just so I could test out the game flow and mechanics.

In August, I decided to take things further. I wanted something I could actually play on my phone, and it felt like the right time to dive deeper into learning Godot. So I rebuilt Farked as a mobile-friendly version, with more polish and room to grow.

At its core, Farked is a dice game based on the rules of Farkle. But here, you play solo. The goal, rack up 10,000 points before you “Fark” (score zero in a roll) ten times. It’s simple, but with that addictive push-your-luck tension that keeps you rolling “just one more time.”(I'm still working on the addictive part)

What’s New (Improve My Game Jam 41)

Bug fixes and Improvements:

  • Added rules, scoring, and stats tracking

  • Built new menus

  • Tracked highest banked points

  • Fixed over-clicky menu buttons

  • Standardized fonts and cleaned up colors

  • Released on Itch.io for the first time

  • Created new button designs

What’s Next

  • Work on the overall art style/cohesiveness

  • Replace the status bar with stylized fading messages

  • Add sound (seriously, it needs sound so badly)

  • Add a clear visual flag for dice that are being held

  • Fix the Fark logic. Currently, the player has to press Roll twice to continue, which is clunky

  • Work on the overall juiciness

That’s where Farked is at right now. It’s still a work in progress, but getting it out into the wild feels like a big step forward. Thanks for checking it out!

Files

fark.zip Play in browser
5 days ago

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