comments for Gamblers Table - Demo
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yhvr owner • 2025/12/16 December 16, 2025 Skill tree: With how minor the boosts are, I can't understand why you would reset your progress to get them. A 7s boost after waking up helpers? When they basically never sleep in the late game anyway? Unlucky streak gives an impressive 7x boost... but for 5s? After flipping heads 800 times? The only skills that really seem to have any value to me are the helper focus and community ones, but helper focus would only be useful when you haven't inundated the table with helpers, and community makes that happen much quicker.
Gacha hats: Nothing necessarily bad to say here, it's just a cute cosmetic for completionists. I suppose some kind of gameplay benefit would've been nice to see.
UI improvements: There's now a "tactics" section, although I have no idea why you'd ignore certain coins with your clicks or shockwaves. The only thing I can think of is how if a coin is flipped but a helper is on its way, the helper still runs to where the coin was and stops, this would stop that. But then, the helpers shouldn't be doing that in the first place, right? They should flip another coin rather than waste time? That's the sort of minor annoyance I'd overlook in a prototype, but I'm not spending money on a game where my helpers literally waste time like that. The buy max addition is nice, but not major update worthy.
Overall: If this is a demo the devs are happy to represent their full game with, ("We believe that a demo should closely resemble the quality of the full game." to quote their latest Steam announcement) I can't recommend wishlisting this. It still looks and sounds nice, but such lackluster skills and only an extra QoL upgrade compared to the prototype (technically 3, but they're hover-to-flip for each size of coin) doesn't give me the impression that the full game will offer much more than this (or the prototype, frankly).
developer response: Hey Pangbot, super sorry to hear the demo is not to your liking, thank you for the feedback. As a developer, it is always super hard to balance how much you should put into your demo without giving so much away that the main game becomes obsolete.
In the late game, both Morning Coffee (boost after waking up helpers) and Unlucky Streak (boost after 800 times flipping head) are especially strong later on, as you'll flip 800 heads almost immediately every time. And there is an upgrade that automatically wakes up helpers for you, which triggers Morning Coffee almost constantly. In the full game, these interactions between effects are exactly what we are aiming for, but maybe we didn't quite hit the spot here. Sorry about that.
Shockwaves don't have the benefits of e.g your click multiplier or the flat helper bonus from Helper Focus, which is why it may be more efficient to re-configure it in the tactics tab sometimes. Tactics are specifically for min-maxxing and you could totally do without them!
The release has a lot more skills than the demo, new items and tables that cater to different play styles (like removing the ability to click, but multiplying the money generated by helpers). I hope that would address some of these issues mentioned.
If you have any more feedback or ideas I'd love to hear from you on the forums here, our discord or via mail. Cheers!
developer response: Hey sharpnova, I'd love to know more about this. Any chance you could post these issues on either the forum here, our discord or via mail? Cheers!
developer response: Should be fixed
developer response: Should be fixed







