
Finger Guessing King
Rock-paper-scissors with an MP twist and an online PvP mode that nobody is queuing for. Hard to recommend unless you have a friend willing to install it with you.
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About Finger Guessing King
I looked at Finger Guessing King for about twenty minutes and came away with a very clear picture: this is rock-paper-scissors dressed up with a resource management layer, built by a solo developer, and released into a Steam library where the playerbase almost certainly rounds down to zero on any given weekday. That is not a knock on the concept. The core loop is actually more considered than the title suggests. Here is how it works mechanically. Both players passively accumulate MP over time, and you spend that MP to fire one of three shell types: stone, scissors, or cloth. Those three types counter each other in the classic rock-paper-scissors hierarchy, but the timing layer changes the calculus. Because your opponent fires shells you can actually see incoming, there is a real-time read-and-react element sitting on top of the pure guessing game. You are not flipping a coin at a fixed moment. You are watching the enemy shell mid-flight and choosing a counter, which means fast reaction and disciplined MP management genuinely matter. On paper, that is a tighter design than it sounds. The problems are obvious and they are structural. There is a single-player mode to practice against AI, which is fine for five minutes. The online PvP mode is where the game is supposed to live, and with effectively one recorded Steam review since its October 2020 launch, the odds of finding a random opponent are close to nil. No ranked ladder, no matchmaking telemetry, no community Discord that I could find. If you pull a friend in and both of you load it up on a lazy afternoon, the MP-timing dynamic produces maybe three or four genuinely interesting exchanges before you have mapped the entire game space. The skill ceiling is real but very low, and there is no progression system, no unlocks, no cosmetics, nothing to chase after you understand the mechanic. From a shooter-adjacent competitive standpoint, the things I care about, netcode, input latency, client-server architecture, are completely undocumented. The game is small enough that it is probably peer-to-peer, which on a good day is fine for a low-tickrate reaction game, and on a bad day means rubber-banding shells that kill you before you saw them leave the opponent's side. No way to verify that without a live population to test against. The presentation is barebones indie, functional but not interesting. There is nothing wrong with barebones when the gameplay loop justifies it. Here the loop is too shallow to carry the spartan production. The honest verdict: this is a micro-project that had a decent idea, shipped it, and ran out of gas before building the retention layer that would make any of it matter. Worth grabbing for close to nothing if you have a specific person to play it with right now. Do not buy it hoping to find strangers online. Fred, Scout Team
Tags
System Requirements
Minimum
- OS
- windows 7
- Memory
- 128 MB RAM
- Network
- Broadband Internet connection
- Storage
- 128 MB available space
Reviews & Ratings
No ratings available
Game Info
- Developer
- Yang Sun
- Publisher
- Yang Sun
- Release Date
- Oct 21, 2020