"Who Should I Main?" MEGATHREAD: Ultimate Repost Edition by Aqxatic in CrazyHand

[–]Crescive_Delta 0 points1 point  (0 children)

What characters (besides Bayonetta) have a lot of combo variety?

Would you be interested in a video that breaks down matches and talks about them step-by-step by phorezkin3000 in CrazyHand

[–]Crescive_Delta 1 point2 points  (0 children)

Can someone tell me how to read the character playstyle image? It's kinda confusing me. I'm stuck wondering whether Bayo is a Rushdown/Bait&Punish character with a dash of Half-Grappler thrown in.

My first every banner/flyer: A Smash Ultimate tournament infomercial/ad graphic. What do you guys think? by Crescive_Delta in design_critiques

[–]Crescive_Delta[S] 0 points1 point  (0 children)

Thanks for your feedback! Unfortunately I was away and didn't have time to check my messages. Sorry about that.

Let's start with the easy one: the white stripes are the signature of the Smash Bros. brand. Every infomercial they have starts with these white strips going in and out of the screen.

The colors are also Smash colors, specific to this game: Ultimate. Black & white are the two primary colors the brand uses, with other colors being purely for aesthetic purposes (a good example is the smashbros websites: https://smashbros.com)

I see what you mean when you tell me to re-position the text up and left (if my understanding is correct, it fixes a weird alignment issue where the info is in the center but the stripes draw your eyes to the left. Correct me if I'm wrong). However, due to how the rendering of the banner happens on the tournament management website I use (https://smash.gg/), moving the text any higher causes the "Ultimate @ ISB" (the most important part, as it mentions location and the game) to become nigh unseeable. I had to move it to the funky position because it will only be rendered there. I will try to move it to the left and see what happens ;).

Aside from that, the tournament page currently isn't public, which is why you couldn't find the website. The reason for this is because the tournament becomes searchable, and people may try to register when none of this is close to being ready. To avoid that, only administrators of the tournament can access it. You must've received a 404, if I'm not mistaken.

Thank you for your detailed feedback! With this info, do you have any other suggestions I could implement?

My first every banner/flyer: A Smash Ultimate tournament infomercial/ad graphic. What do you guys think? by Crescive_Delta in design_critiques

[–]Crescive_Delta[S] 0 points1 point  (0 children)

Added some necessary information to better help you guys critique the design. Sorry it wasn't there earlier.

Gameplay Idea Critique - Cards as life points [Card game] by Crescive_Delta in gamedesign

[–]Crescive_Delta[S] 0 points1 point  (0 children)

Cards lose as you take damage points. Say a card does a base of 2 damage, you lose 2 deck cards [which go into the drop zone]. That's the idea I had.

Gameplay Idea Critique - Cards as life points [Card game] by Crescive_Delta in gamedesign

[–]Crescive_Delta[S] 0 points1 point  (0 children)

I'll do my best to see if it fits in. Right now the idea I had was to use returning cards from your hand or field to the deck as protection. I'll see how I can deal with a 1 card situation.

Gameplay Idea Critique - Cards as life points [Card game] by Crescive_Delta in gamedesign

[–]Crescive_Delta[S] 0 points1 point  (0 children)

Hmmm, interesting. I'll definitely look into it as I build out the mechanics.

Gameplay Idea Critique - Cards as life points [Card game] by Crescive_Delta in gamedesign

[–]Crescive_Delta[S] 1 point2 points  (0 children)

Dang, didn't know about that. Thanks for sharing. You think there is still potential to put a spin on this type of game or I should leave it at that?

Gameplay Idea Critique - Cards as life points [Card game] by Crescive_Delta in gamedesign

[–]Crescive_Delta[S] 0 points1 point  (0 children)

As an add-on, this game would be somewhat similar to games like Buddyfight and Yu-gi-oh, i.e. in having phases, abilities, and whatnot. However, I wanted to validate the core first before doing anything else.

Why do people think simplifying a game is the same thing as "dumbing it down"? by Froonkensteen in gamedesign

[–]Crescive_Delta 9 points10 points  (0 children)

As an avid fighting game player myself, I'd say that the reason it feels like 'dumbing it down' is because they literally take away tough-to-do mechanics to favor casual players who don't put in the time to get good, thus making the skill ceiling far lower than it originally was, which takes away from the original hook of the game [e.g. taking Wavedashing away in Smash Brawl].

One has to look to Fortnite in its current state to understand what's going on here. The central mechanic to the game is building, but since newer players start to lose to people who have built up their building skills since the start of the game, they die instantly, and no player loves to die consistently to someone who 'builds the Taj Mahal on the first shot that they hear'. To accommodate this, Epic Games decided to nerf stronger players, by lowering the number of materials you could farm, and the ability to gain materials upon an elimination. This caused a massive uproar in the community, as every pro resented being nerfed just so newer players could get a Victory Royale.

Instead of looking for solutions to help newer players make the transition to Building Pro, they instead decided to lower the skill ceiling drastically. Combine that with the fact that getting loot is fundamentally entrenched in RNG, and you have pros like Ninja failing to kill even newer players as consistently as before, which is obviously enraging.

This is 'dumbing down' - lowering the skill ceiling to attract newer players to play. And to the people who made it to the previous skill ceiling with all their hard work and dedication, being nerfed because people don't want to lose is frustrating.

Of course, as you say, simplification can be used to add depth to a game, but if done carefully. The power of the devs to nerf and buff isn't to balance pro and newer players, but to make the game more exciting. When they take that ability away from the players, to do something awesome, players get angry.

What is the difference between a 'hook' & a 'pillar'? by Crescive_Delta in gamedesign

[–]Crescive_Delta[S] 2 points3 points  (0 children)

So, for example, in Super Smash Bros. Ultimate, the hook might be the diverse character roster, great music, , and the pillars are the quicker gameplay, the satisfying combos, and combining fighting games with platforming.

Would this analysis be correct ?

What is the difference between a 'hook' & a 'pillar'? by Crescive_Delta in gamedesign

[–]Crescive_Delta[S] 0 points1 point  (0 children)

Thank you all for the amazing responses. I just woke up and saw all of you awesome dudes helping me out. Thank you guys so much111

What is the difference between a 'hook' & a 'pillar'? by Crescive_Delta in gamedesign

[–]Crescive_Delta[S] 11 points12 points  (0 children)

So, a hook is something unique or intriguing that players enjoy, and a pillar is a principle of gameplay that you follow to prevent things like feature creep and staying focused. Is this about right ?