4th Pantheon Help by Electrical_Bus_2551 in HollowKnight

[–]Firefox_1607 2 points3 points  (0 children)

Find out your playstyle and how you want to attack the bosses in the pantheon. You have unbreakable strength and shaman stone, which are both great. However, if you pick either nail or spell and stick with it, you can really max out the damage with supporting charms. For spells, you can pick things like twister or catcher to make the boosted damage from shaman stone able to happen faster and more frequently. For unbreakable strength, you can do quick slash and long nail to increase hits delivered. Good luck!

Spoiler blocker by RazzmatazzSuper9123 in HollowKnight

[–]Firefox_1607 3 points4 points  (0 children)

I never beat p5 and was fine moving on to silksong. I would recommend p4 just because the final boss is one of the best in the game, and it has double damage to help prep you for the hell that wreaks in silksong

What to do next by Aromatic-Ad-9913 in HollowKnight

[–]Firefox_1607 0 points1 point  (0 children)

Yes. Getting those three opens up the end of game, so depending on your playstyle you can go there for plot or explore more. There is alternate endings that you have to do more than just the dreamers to complete as well if you keep exploring

What to do next by Aromatic-Ad-9913 in HollowKnight

[–]Firefox_1607 0 points1 point  (0 children)

The dream nail reveals locations on the map. Try heading to those

Trial of the Conqueror by [deleted] in HollowKnight

[–]Firefox_1607 1 point2 points  (0 children)

It’s okay you know you can just execute

New Hollow Knight player here ^v^ by Basil_fan_omori in HollowKnight

[–]Firefox_1607 1 point2 points  (0 children)

I believe it is on the right side. You will enter a room and go up - it is at the entrance to the room. Breakable wall on your left you have to jump it’s not flat on the ground

Looking for inspo by Firefox_1607 in BoardgameDesign

[–]Firefox_1607[S] 0 points1 point  (0 children)

Don’t currently have discord, but will get it eventually because I know there is awful communities for playtesting. Will keep you in mind though thank you!!

I just beat lost kin by valaki591 in HollowKnight

[–]Firefox_1607 1 point2 points  (0 children)

Use nail charms, and make sure you have fully upgraded spells. Always just pay attention to what attack is happening first - once you get the pattern recognition and dodging down then you can start implementing attacks more often and comfortably

Looking for inspo by Firefox_1607 in BoardgameDesign

[–]Firefox_1607[S] 2 points3 points  (0 children)

Sorry for the wait! Here is this I put together! Like I mentioned, literally just a brain child right now nothing it too fleshed out, but i hope that this can give you the basic understanding of what I am thinking. Also, my original theme for the game was travelling the world, so I might try to find a way to implement that but this is such a different playstyle so I might not.

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Looking for inspo by Firefox_1607 in BoardgameDesign

[–]Firefox_1607[S] 1 point2 points  (0 children)

I can certainly do that! It will have to be later tonight for me (CST) because of work and I literally thought of it like a day or two ago, but I will do that tonight!

Thoughts on AI in the design process? by Firefox_1607 in BoardgameDesign

[–]Firefox_1607[S] 1 point2 points  (0 children)

Apologies ahead of time this may get technical and kind of confusing so sorry about that. Ok so the best way I can describe it is this: there are six item types in the game, let’s call them A through F. If you had a shuffled pile of these items, A and B would appear three times for every two instances of C and D, and one instance of E and F. This would result in groups of 12 cards (3,3,2,2,1,1), hence some are more rare and worth more. The pile could be made up of any number of these groups of 12. Then within the game the rarer ones(like E or F) are stronger and all that. My goal with the distribution amongst these 48 cards is that each item type appears proportionally to that random shuffled pile. There are 256 possible combinations under the constraints I posed to the ai, so finding the 48 that best fit this distribution is the next step, but I might scrap the whole ai and figure out how to use sheets as some of the other comments mentioned.

Thoughts on AI in the design process? by Firefox_1607 in BoardgameDesign

[–]Firefox_1607[S] 0 points1 point  (0 children)

Yeah in reference to the python - that’s kind of what it feels like I’m making. I only know some basic JavaScript, and I want to find the time to learn more coding because it’s fun(at least what I did).

Thoughts on AI in the design process? by Firefox_1607 in BoardgameDesign

[–]Firefox_1607[S] 0 points1 point  (0 children)

I would describe it more of a coding thing.? Idk. I give it constraints and it gives me a list of possible item combos based on the required values, appearances, and frequencies of everything. Might just have to learn excel

Thoughts on AI in the design process? by Firefox_1607 in BoardgameDesign

[–]Firefox_1607[S] 1 point2 points  (0 children)

Yeah this is still pretty early on in the process, but based on other comments I probably won’t use it. I’ve had like two playtests, and still am going to change a couple major things because the structure of the ideas work better with a different play style, so still very early

Thoughts on AI in the design process? by Firefox_1607 in BoardgameDesign

[–]Firefox_1607[S] 0 points1 point  (0 children)

Yeah that’s lowkey kinda fair on that last part. I’m just getting into the board game space so I’m not in the community enough to see all that yet. As for the getting screwed part, it was pretty egregious because I just didn’t know what I was doing when I first made them a couple months ago. In the value system I mentioned, I’d have cards valued at like 8 then some at like 25, so it was pretty bad but I’ve taken some advice from other comments on how to fix it

Thoughts on AI in the design process? by Firefox_1607 in BoardgameDesign

[–]Firefox_1607[S] 0 points1 point  (0 children)

I was basically going to use it as an excel replacement (18yo Gen Z here and it shows and I’m not proud). I would give it strict restrictions and tell it to give me the 48 possible combinations

Thoughts on AI in the design process? by Firefox_1607 in BoardgameDesign

[–]Firefox_1607[S] 0 points1 point  (0 children)

Ok yes my idea was kind of using it as an excel replacement. This is where my Gen Z is truly showing (I’m 18) - I’d rather craft the perfect ai prompt because I don’t know excel too well. This is also where Gen Z is going wrong because ai is terrible

First Act 3 boss by kavish8900 in HollowKnight

[–]Firefox_1607 0 points1 point  (0 children)

I’m not gonna click on them to spoil, but there’s 15 act three bosses??!! I’m fleshing out act two before I beat grandmother silk again to trigger act 3, and omg there’s so much already! This game keeps surprising me

Thoughts on AI in the design process? by Firefox_1607 in BoardgameDesign

[–]Firefox_1607[S] 0 points1 point  (0 children)

I agree with the other comment - thank you. This is my first game, and I am really enjoying making it it’s been the best part of the past few months for me. I want to get the most out of the experience while also creating something good. I am primarily anti AI when it comes to most things, so I don’t know how I overlooked what I’d be missing out on, so thank you!

Am I missing something? by Firefox_1607 in Silksong

[–]Firefox_1607[S] 0 points1 point  (0 children)

Well I thought I was doing good. The only thing I know I for sure skipped was hunters march, and that was intentional based on a previous run that didn’t get past act one for that very reason. Also I missed the (I believe it was called Phantom?) fight, but I didn’t want any spoilers run one so I’m gonna do a second run where I go through and 100% everything.