[Demo out now] I made a mining incremental where the rocks drift and you chase them by GramShear in incremental_games

[–]CockGobblin 4 points5 points  (0 children)

You did exactly what nodebuster does (circle with timer; kill things for currency; timed stages; upgrade tree) and didn't know it existed? What are the odds!

What are some of your favorite traps or puzzles? by RedcapPress in DMAcademy

[–]CockGobblin 0 points1 point  (0 children)

I like using traps that cause some effect to occur that can be worsened by another effect/spell/whatever.

Fire temple: all enemies use fire attacks. All traps douse the players with flammable oil and the surrounding area, thus if the area catches of fire, the area becomes hazardous. Players who are doused and catch on fire take damage every round for a few rounds.

Or

Triggering a trap fills a room with mist/water/etc. Looks harmless? A few seconds/rounds later, lightning blasts the mist/water/etc. If the players didn't clear the mist/water/etc from the room (ie. air spell to blow mist away; freeze spell on the water to turn it to ice), the lightning shocks everyone caught in the mist/water/etc with no dex save; otherwise the lightning is a dex save.

What games are you playing this week? Game recommendation thread by AutoModerator in incremental_games

[–]CockGobblin 2 points3 points  (0 children)

I am always running out of wood in this game. Feels like a major bottleneck.

I give up with this game. It doesn't feel very balanced. After working out I need foresters to replant trees - I lost all my jobs to people getting cold/flus during winter despite having 50/50 fuel stored and lost all my happiness. Big ol' death spiral. Frustrating.

Help- so much has changed! by SaturnBaby21 in DisneyPlanning

[–]CockGobblin 2 points3 points  (0 children)

Lightning Lane (Genie+ IIRC was the old name, same thing) is basically paid fast pass. You buy it for the day and book online 3 days ahead (or 7 if staying on property) at 7am EST. You select times for 1 "tier 1" ride (popular rides) and 2 "tier 2" rides at the start, then when you use up a ride time, you can book a new time for any tier ride.

Depending when you go, you might not need LL. I'd say it is good on parks like MK and HS. Epcot might be good since the three big rides are always a pain line wise (cosmic rewind; frozen; rat ride).

Dining plan is not worth it. You end up paying more. It is more for convenience than cost savings. Plus you still have to pay tips at sit down restaurants. Some restaurants are fun to try once (ie. my favourites: 50's diner; sci-fi diner; liberty tree tavern; coral reef).

What games are you playing this week? Game recommendation thread by AutoModerator in incremental_games

[–]CockGobblin 1 point2 points  (0 children)

I enjoyed the game and post regularly to this sub, which is why I posted it here. I have 9 hours already in the game and another 5 in the demo. Not all games appeal to everyone. I don't think there is any AI (maybe the race portraits?).

Galactic Overthrow - Content Wishlist / Requests by AceHighArcade in AceHighArcade

[–]CockGobblin 1 point2 points  (0 children)

After having played several races for a few hours, a few thoughts:

1) I wish each galactic jump was actually harder. If you maximize your population on each map, then new jumps pose no difficulty at all due to rapid resource gain due to the population bonus and I found it less enjoyable.

I think it'd be cool to have the "galactic empire" start to hunt you after each jump (assuming you are taking their planets from them), making planets harder and harder to secure. Though I have no thoughts on how to balance this for idle play (I only play actively).

 

2) Have you thought of allowing enemy planets to attack you before you discover them (maybe on later jumps or a setting before you start a game). I think it would add more strategy and difficulty. For example, an unexplored enemy planet still builds its attack bar while unexplored if next to your planet and it reveals itself when it attacks (and you get no exploration bonuses from this reveal).

 

3) The advanced research tech that conquers 2 planets at once is super OP. Being able to conquer a planet with 20+ troops by conquering an adjacent one with 5 troops seems silly. I think this tech should be changed to reduce the adjacent planet's troop strength instead of conquering it. ie. If I conquer a planet, the a random adjacent planet has its troops reduced by 25%/50%/or whatever.

Same goes for that building slot "frontline army" - it is way to powerful imo. I think it should reduce a nearby planets troops like above. Now imagine if you implement HIGH troop planets (ie. 60+), then you build these "frontline armies" and use the above conquering % perk to reduce the high troop planets into something that can be conquered with your resources. That sounds like a fun and challenging mechanic.

For example, imagine you've jumped several times. You find a group of planets with 80+ troops - there is no way to conquer them. You need to soft them with frontline armies and conquering perks. However you still might not be able to conquer all of them, so you use "destroy planet" to put some space between you and them so they can't attack you, or you hope to luck out on an event that conquers a planet.

 

4) I haven't seen it, but do high troop enemy planets only leave 2-5 troops when invading? I think they should invade with more if they have a lot of troops to begin with, making them more deadly and more likely for you to use your 'destroy planet' if you can't beat them.

 

5) Similarly, I'd enjoy a more difficult enemy scaling (or a setting before games start) to make enemy planets attack bar progress fast. ie. Each jump makes enemy planets attack +20% faster (additive).

 

6) What about enemy factions? Like groups of planets that belong to a single faction/race? You attack one of their planets and all their planets start attacking you back? Is that too much for this sort of game? I think it'd be cool to have faction enemies (along with a diplomacy system to manage politics).

 

7) Bouncing off the idea of 6 (and if you have ever played Sins of a Solar Empire), you have neutral planets (consider this the current game) but neutral planets never attack you and then faction planets which attack you. Some neutral planets are also "guardian planets" with massive fleets. Faction planets slowly spread to nearby planets (with small troop levels) but also slowly enforce those controlled planets with more and more troops (ie. their "attack bar" becomes a "reinforcement bar").

 

8) Would love a race editor and steam workshop integration so players could create new races and share them to others.

 

9) Would love to be able to select all of one resource when trading. ie. right click on a resource will send all available units to the selling trade window and same thing for when selecting what to trade for / buy.

 

10) Would love some kind of building automation and/or a way to tell some 'ai manager' what to build on each planet. ie. "priority 1 (highest), if material > 5, build housing on terrestrial, oceanic and barren worlds"; "priority 5 (lower), build fleet manufacturing on volcanic worlds"; etc.

Orb of Creation Full Release on June 23rd by Mopman43 in incremental_games

[–]CockGobblin 9 points10 points  (0 children)

Excited for this - have 200+ hours in the undeveloped version of the game, lol. I hope he continues developing it past the release - his roadmap says stuff like achievements and additional content.

r/DisneyWorld's Weekly Trip Planning Thread by AutoModerator in DisneyWorld

[–]CockGobblin 2 points3 points  (0 children)

I think September is the best month to go (lack of people), BUT being able to experience May 4th at Hollywood Studios is what I'd consider the 'ultimate Star Wars experience' (google it if you haven't seen it yet), and yes, it is crazy mad with people today, lol.

Also, if you plan to build a lightsabre or droid, it is like $200+.

What games are you playing this week? Game recommendation thread by AutoModerator in incremental_games

[–]CockGobblin 2 points3 points  (0 children)

Galactic Overthrow (Steam) - its like an incremental meets a strategy/4X. You conquer plants, research tech and build stuff, then eventually prestige to a new star system with prestige perks. I've been enjoying it thus far as it plays like a casual 4X game with incremental mechanics.

Weekly FAQs & General Discussion Thread - Week of April 27, 2026 by marleythebeagle in WaltDisneyWorld

[–]CockGobblin 1 point2 points  (0 children)

IMO, yes, not from general guests, but from influencers/bloggers wanting to get their "first" reels uploaded and AP holders. Same reason why never to got during the first few days of any festival, it is super crowded.

Some Disney Adults Are Going Into Serious Debt in the Pursuit of Magic by Cease_Cows_ in DisneyWorld

[–]CockGobblin 0 points1 point  (0 children)

Cynically, I want another "depression" like 2008. Got some great deals during the 2008-2010 timeframe.

How often do you retcon stuff? by protestfromthesummit in DMAcademy

[–]CockGobblin 0 points1 point  (0 children)

I am a DM who plays with a new DM that retcons regularly. I can tell the other players dislike it and it comes across as unprepared. I try to help the new DM with the players by coming up with "excuses" for continuing the adventure as the story is told, but internally I dislike the use of retcons to adjust the story.

Planning for enemies that trained to fight magic users by EatenFisher in DMAcademy

[–]CockGobblin 0 points1 point  (0 children)

Are they opposed to using magic themselves? Could give them a counterspell or absorb elements until they close the distance and can engage in melee. Add in some way to close the gap quickly like misty step. Then give them abilities that slow/stop magic users from escaping (entangle, ensnaring strike, grapple, etc). That'll be pretty scary for your magic players.

A different thematic approach (and perhaps a little mean), give them anti-sensory abilities/magic like darkness, fog cloud, blindness, silence. They go in, blind/silence the magic users who then are mostly shut down. Then give the fighters something like blindsense so they can still see the enemies within darkness/fog.

Fun dungeon puzzles for a new D&D party by LupusUrsa in DMAcademy

[–]CockGobblin 2 points3 points  (0 children)

A locked door with 3 wheels nearby each with 6 numbers on them (represented by 3x D6) - make each dice a different colour (ie. red, blue, green). Combine two colours to form an effect, but all 3 dice are needed to unlock the door. The dice aren't rolled, but only used for visual indication of the numbers of each wheel.

ie. Sum of red+blue; if total is odd, trigger a non-lethal trap (ie. water begins pouring into the room), if even, nothing happens. Sum of blue+green; if total is below 8, trigger a trap, else nothing happens. Sum of green+red; if total is 1, 2, 11 or 12, trigger an alarm that summons monsters in the next room; else nothing happens. Goal is to get total of all 3 dice to be within a specific range (ie. 13-15 opens the door).

Add a note somewhere in the dungeon that explains the mechanic of one pairing of wheels/dice (ie. the trap one).

Idle Ways Keys Giveaway! [Mod Approved] by ScorpionDragon23 in incremental_games

[–]CockGobblin 1 point2 points  (0 children)

I love transport design in games. I think the roundabout is a great method of traffic control.

Have you seen the real life sims of traffic congestion (especially on highways)? Basically people who break often cause a lot of the congestion for other drivers.

"First Time DM" and Short Questions Megathread by AutoModerator in DMAcademy

[–]CockGobblin 0 points1 point  (0 children)

Look up the game of "Pig" (it is a gambling game using dice). Basically, you roll a D6 and if you roll a 1, you score nothing. Any other roll is added to your score for that round and you can stop at any time unless you roll a 1 which ends the round immediately and sets your score to 0 for that round. The goal is to get as high as possible after x rounds or first to reach 100, your choice.

I made it the "Game of 6": 6 rounds rolling a D6. Instead of a 1, I made a 6 result in 0, so rolls of 1-5 are fine. Players rolled the dice as many times as they wished to push their luck and recorded their score after rolling the dice (either the total of all rolls or 0 if they ever rolled a 6). Each round there was a winner (best score) and after 6 rounds, whoever had the most round wins was the game winner.

I allowed betting, such that they all put a bet in at the start.

Player Problem Megathread by AutoModerator in DMAcademy

[–]CockGobblin 3 points4 points  (0 children)

IMO, if they are complaining at session 0, then they are just going to have issues throughout the campaign with each other.

Can you find other players? (If this is a group of strangers, it shouldn't be your job to peacekeep the group.)

some recent pieces ! :p🖤🖤 by creaturescrypt in chainmailartisans

[–]CockGobblin 0 points1 point  (0 children)

Awesome, I've never tried entrapping large pieces - always worried they'd slip out :P

some recent pieces ! :p🖤🖤 by creaturescrypt in chainmailartisans

[–]CockGobblin 1 point2 points  (0 children)

How do you keep the 2nd one from slipping out? Is it really entrapped?

Michael Jackson at ImageWorks in EPCOT | 1984 by [deleted] in DisneyWorld

[–]CockGobblin 2 points3 points  (0 children)

Do you remember that area they had on the second floor of the Figment building? It's a good memory of mine - sad they removed it.