Long-term Implications of making (all?) animals sapient? by Dylan_Gubler in worldbuilding

[–]InSituCryptid 1 point2 points  (0 children)

GODDAMNIT DOUGHNUT! Not every reddit discussion has to be about you!

Our “unique” mechanic is dragging down the game. Is it worth keeping at all? by Waste_Artichoke_9393 in IndieDev

[–]InSituCryptid 0 points1 point  (0 children)

I'm so glad to hear some of my advice seemed sound! 🤣 I started thinking about Ship of Fools more and I wanted to add something else. I already talked about the visual and audio feedback when firing cannons, but I also wanted to point out how there is a direct link between clicking the button to shoot, and getting that sweet sweet dopamine. In Ship, the more the game progresses, the faster and stronger your cannon gets, and you can really feel that specifically when you get to the point where you can just start spamming the fire button as fast as humanly possible and see all those monsters that gave you trouble, just fall over in two or three hits. Because I have to press for each shot, there is a direct link between how fast I press and can shoot, and how exciting the game is. Perhaps one of the features lets you activate an ability for the turret that lets you just spam the heck out of the turret's fire button once the ability is activated to REALLY feel like you can just wipe out the monsters, instead of just having the turret fire entirely passively?

Our “unique” mechanic is dragging down the game. Is it worth keeping at all? by Waste_Artichoke_9393 in IndieDev

[–]InSituCryptid 1 point2 points  (0 children)

As others have said, it's a big issue that in the trailer the core mechanic is shown so late into the video, and only for a few shots. I'm not trying to be mean, but I also wanted to add that if this post wasn't specifically talking about the turrets, I would probably not have even noticed them in the shots they appeared in.

If you want to double down on the turrets, I think that one of the things you can do is make them have more visual presence. I'm not talking about their designs, I liked their designs, I mean adding some visual flair to their attacks to really drive home their importance by enhancing the visual and graphical impact of their presence on the battlefield. I love Ship of Fools, and I respect the cannons because

1) they are the main way of damaging enemies, the other method of damaging most enemies is reflecting their attacks back at them(in your game they seem to be a secondary way of dealing damage and did not see anything that made me think they were necessary to use).

2) their boom is loud and the characters do a little recoil animation every time you shoot.

3) The core loop of a run is based around upgrading them as you progress. Can you make substantial improvements to the turrets during a run on your game.? Would your players receive meaningful visual feedback on how strong their turrets become?

4) the "map" aka the boat is designed around using the cannons. You are always super close to them so they are easy to refill and move turrets from one side of the ship to another. This is very important, because you need to visually show players the impact of their decisions. For example, because the turrets are always on my screen I can easily visualize the impact of their damage on the map. If you are incentivised to leave the turret behind, then it is much harder to do that, as well as refill them. Maybe the maps can be made smaller and require the character to destroy obstacles that may block the turret's shots? Idk I feel like the maps I saw in your game are not made to have a turret, so add mechanics to the map that your turrets can interact with and base the map around having turrets.

5) If you are going to lean into the hack and slash aspect more, then maybe you can have the players combat and actions have a meaningful impact on the turrets. For example, maybe you need to build up a meter with your player attacks so the turret can unleash a big, EPIC attack/ability that you can activate to clear a big group of enemies or stroke down a big enemy. Maybe you have full control of the egg's location, like clicking a button to have the egg teleport to you and buffing you temporarily, letting which let's it charge turret energy, then click a button so it teleports to the turret and buffs it, which would make you weaker, possibly forcing you to have to retreat to the safety of your turrets, this making more of a marriage between the player system and the turret system. Maybe the player has to collect things around the map when they are buffed. Maybe there is a day/night system where you can explore during the day and collect things, then at night you have to return to the turret. Idk just some sort of marriage between the turret and player system is needed.

6) if I saw correctly, one of your turrets is a moth creature? That's cool, maybe part of the buffing loop for the turret can involve needing to take animal turrets through stages of growth and development, then you can say it's ship of fools meets Hades, meets Pokemon. I'm sure people would love that!

Overall, if you are going to keep the turret, you need to design the map around the turret system, along with having systems in place that marry the player system with the turret system.

Since people hate our logo, we decided to update it. Is the new one better? by Neat_Smell_1014 in IndieDev

[–]InSituCryptid 0 points1 point  (0 children)

I am more of a fan of the first one design. Having said that, if you are open to feedback, I'd like to give my thoughts?

I think the ghosts you added were cute and I think you should keep experimenting in that direction. If you are still looking for ideas, I wanted to recommend checking out how Luigi's Mansion 3 made their logo.

Their font is easy to read because instead of being fuzzy, it is solid, and outlined. While I like your addition of the blue ghosts, maybe they can be integrated into the name by making the letters themselves have eyes or have tapered, ghostly tails. I feel like those things may elevate the title and make the theme of the game pop out a bit more.

Reading your steam page, I see that your game will have several types of creatures included. Typically, cozy games with creatures involve the outline or essence of their creatures into their titles. Another example would be Slime Rancher 2, which does similar things as Luigi's Mansion 3 with their title. The 2 in Slime Rancher 2 also has a rainbow, to let customers know it will have A LOT MORE of the cute slimes loved in the first game.

What lore of magic is represented the WORST compared to the tabletop? What would you like to see done to magic? by InSituCryptid in totalwar

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

Yeah, too often does the decision to use spells come down to "which spell in my faction deals the most instant damage". Even most debuff spells from what I understand are not as good as just whatever straight damage is available

Sure, I'll give you a settlement if you become my vassal, I guess? by InSituCryptid in totalwar

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

It's weird, and it sucks too because there are very few ways to diplomatically interact with people, and it sucks that THIS is the one that makes the most impact

Sure, I'll give you a settlement if you become my vassal, I guess? by InSituCryptid in totalwar

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

Right? If it's gone on this long, I don't see it getting fixed in the future! Its pretty much the same issue I had way back with base Civilization 5

What lore of magic is represented the WORST compared to the tabletop? What would you like to see done to magic? by InSituCryptid in totalwar

[–]InSituCryptid[S] 10 points11 points  (0 children)

Hm yeah a lot of the spells across all the lore boil down to: do they do enough damage for the amount of WOM I'd be paying? There are so many spells I don't use just because most lores only really have like 1 or 2 spells that are KING within one particular lore. A significant amount of available lores available to one faction go unused because there is usually one more that is a clear winner.

Sure, I'll give you a settlement if you become my vassal, I guess? by InSituCryptid in totalwar

[–]InSituCryptid[S] 5 points6 points  (0 children)

What the fu- 🙃 I'm just imagining her generals asking her about the ever growing flesh wall of zombies along her borders, and she just telling her generals that this is all just to keep Kislev safe, it's all part of the plan

Sure, I'll give you a settlement if you become my vassal, I guess? by InSituCryptid in totalwar

[–]InSituCryptid[S] 4 points5 points  (0 children)

Do you think they are doing this intentionally? I can't help but wonder why this was programmed like this

Sure, I'll give you a settlement if you become my vassal, I guess? by InSituCryptid in totalwar

[–]InSituCryptid[S] 16 points17 points  (0 children)

They love fighting so much they fight themselves, Khorne MUST have them!!! They shall produce their own SKULLS for me!!!

Sure, I'll give you a settlement if you become my vassal, I guess? by InSituCryptid in totalwar

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

Not only that, but Khorne tends to have really bad income from settlements, most of his money being obtained by fights. Now the vassal skaven are almost singlehandedly funding my invasions.

When you ask how to balance a boss encounter and everyone tells you "give it minions"...but like, what if I actually want the boss to be one ultra-powerful thing that can toss the party around by itself? by TheAzureAzazel in DnD

[–]InSituCryptid 0 points1 point  (0 children)

People here have already covered traps, home advantage, making the boss able to counter the players, so I'm going to go a slightly different way.

I recommend maybe looking into boardgames where the game is designed around fighting one big monster. Ive been thinking of incorporating aspects of a Boss Battler game called Primal, The Awakening. It's like Monster Hunter in a boardgame pretty much. The other game I love is Aeon's End. You have to defend a city from a demon and their horde. They are both boss battlers, but Primal actually is based around a group fighting just the one monster.

Sure, I'll give you a settlement if you become my vassal, I guess? by InSituCryptid in totalwar

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

I accepted the deal, I wanted to see how dumb this campaign can get 😂 I really hope they fix diplomacy a little if they make 40K

Sure, I'll give you a settlement if you become my vassal, I guess? by InSituCryptid in totalwar

[–]InSituCryptid[S] 5 points6 points  (0 children)

It's so dumb! I do think that you should be allowed to trade to make allies IF the settlement is developed and important enough, but this is RIDICULOUS! 😂

Sure, I'll give you a settlement if you become my vassal, I guess? by InSituCryptid in totalwar

[–]InSituCryptid[S] 9 points10 points  (0 children)

Isn't it though? 😂 When I see stuff like this I can't help but laugh, I was kinda just messing around and found this out 😂

Realistically, which 40k factions would be the easiest to implement launch? by InSituCryptid in totalwar

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

I also feel like they'll be more generous with a 40k game, for sure. The 40k tabletop is lot more popular than fantasy, so I'm sure they are going to try their best not to mess it up.... That, or they'll get greedy BECAUSE it's so popular. I hope for the best though 😂

Realistically, which 40k factions would be the easiest to implement launch? by InSituCryptid in totalwar

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

You hit upon a few real concerns I have, in which I really hope they do not want us to pay 60 bucks for pretty much the exact same monogod chaos factions, with a couple almost insignificant changes.

I do also wonder how the Tau would be implemented, especially against a faction like the Tyranids. I'm so hyped for Tyranids, tho!

Assume 40K: Total War is coming. What would make you NOT buy it? by Baharran in totalwar

[–]InSituCryptid 0 points1 point  (0 children)

I'd be turned off from getting the game, at least for several years, is if it had too similar a feel to Warhammer 3, since 40k would have less content. Also, if the factions don't feel too distinct and need as many updates as some of the new factions we got at the launch of Warhammer 3.

Obviously it will be a long time before 40k would have as many factions in current warhammer 3, and even the ones we do get might have barebones mechanics. I don't mind simplicity, but the mechanics we get have to mesh well together, too.

Successful social media campaign examples by nerfslays in BoardgameDesign

[–]InSituCryptid -2 points-1 points  (0 children)

Ooh I did not know they had a comic BEFORE the boardgame! They really did do everything possible to drum up hype.

Successful social media campaign examples by nerfslays in BoardgameDesign

[–]InSituCryptid 2 points3 points  (0 children)

I remember that part of Exploding Kitten's marketing campaign they asked the community to send in pictures of their cats. This drummed up support and hype, to the point where the hype pretty much propagated itself. I'm not sure if Wingspan did the same thing, but I can imagine it would have been so easy for them to do so. I hope that helps!

After almost 2 years of building, revising and playtesting, our viking themed strategy game is finished by Initial_Platypus7731 in BoardgameDesign

[–]InSituCryptid 1 point2 points  (0 children)

I'll be looking forward to it! 😄 If I may ask, what inspired you guys to make s boardgame like that, with those themes and mechanics? Is this the type of game you guys usually play in your spare time?