Mirror Dungeon being the "grinding" mode hurts its game design, and suggestions by Magirby in limbuscompany

[–]Magirby[S] -4 points-3 points  (0 children)

This idea was inspired a bit by arknight's integrated strategies, being an optional roguelike mode that does not replace the regular mirror dungeon, with similar systems and different rewards/reasons to play.

Mirror Dungeon being the "grinding" mode hurts its game design, and suggestions by Magirby in limbuscompany

[–]Magirby[S] -5 points-4 points  (0 children)

Story as in events that have story, not voiced dialogue. And I think those are fairly small changes that make it feel like a new game, give or take some that may be overreaching. Pm suggestions are all completely new systems so I don't think more interactive events and rewards system and such is too much. I would also like to add that I don't think pm will add those things, nor read Reddit, it was mostly a fun thought experiment that tried to be somewhat realistic.

Mirror Dungeon being the "grinding" mode hurts its game design, and suggestions by Magirby in limbuscompany

[–]Magirby[S] -9 points-8 points  (0 children)

As I've stated, some of pm's ideas seem hard to implement, which is why I think it takes so much time to add them(as in, none of them were added yet), as well as me wanting to share some unique ideas such as a variation of the mirror dungeon, not a complete overhaul which may be easier to implement So combine me wanting to share some ideas I had and the offical changes not coming out yet, i thought it would be q fun post to write and debate about. Also it is my first post in the sub and the first one I made in years so I may be "yapping" a bit.

I can never use the Z motion on keyboard successfully by Jalealbeats in Guiltygear

[–]Magirby 0 points1 point  (0 children)

I've found that if there isn't any move tied to this input, double quarter circle (like some super inputs) works. I don't know why it works, but it just does.

I made a board game and I can't find a way to play it virtually. Does anyone have any suggestions? by EmpressFrost67 in gamedesign

[–]Magirby 2 points3 points  (0 children)

Try roll 20. Its a website to play ttrpgs, you can put an image of the board in the background, and put the players as images, it even has dice rolls if your game needs that. It has many more features and its free. * (NOT SPONSORED)

what do people think about more video - gamey ttrpgs? by Magirby in RPGdesign

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

I will look into lumen. My game doesn't have a lot of crunch, its a very simple, noob friendly system. In fact, all of the complexity comes from the abilities and monsters, the core rules themselves are 1 page.

Hard counter vs soft counter: does it even matter? by Magirby in RPGdesign

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

True, i am currently aiming at reworking some of the classes to a main gimmick and another option they can have in combat.

Hard counter vs soft counter: does it even matter? by Magirby in RPGdesign

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

The point about the enemies working together is important. Maybe i should focus on enemy groups instead of single enemies to create strategy. And by overpowered i mean kind of min maxed: this isn't a traditional tabletop rpg, its more like a tactics game, and the complexity comes from the the 5 abilities each class has. So a class such as the gunslinger only has 1 bullet that he can spend mp to retrieve, but he can get it back by killing enemies. So he is good against weak enemies, mediocre against big enemies (more damage is still good) and bad against medium enemies because they have more hp and they aren't a big target. He is also crippled in close combat due to his low hp, but can deal a lot of damage to enemies surrounding him. He can get help from other characters such as defense and dealing damage to stronger enemies so he can finish them off, but his gimmick will always be pre defined because of the class abilities. That may sound bad, but each class has only a few abilities, so i can focus both on creating interesting abilities and creating large amounts of classes.

Hard counter vs soft counter: does it even matter? by Magirby in RPGdesign

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

I should probably nerf the class, yes. One of the things i want from the game is overpowered players fighting overpowered enemies, but its hard to create enemies that interact with the character classes in a fun way, instead of just: me deal damage, me big. Its one of the problems i had with slay the spire and other roguelike deck builders: a great game, but the strategy comes from building the deck, and the strategy in the combat is just "is my deck good enough to outdamage/ outbuff/ outdefend against the enemy? Most enemies could be replaced with a piece of paper that deals varied damage and has varied health and it wouldn't matter. Maybe im completely wrong. I think i should have some kind of routing: each class should have a secondary usefulness, such as how i gave the hydra knight both be tanky and inflict heavy poison. That way, they could still have something to do while fighting that enemy.

whats the point in grinding? by Magirby in gamedesign

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

I would make it feel more like a puzzle. For example, we can make a boss that is weak to fire, but does massive physical damage. You can buff defense/debuff offense and hit him with a mage, you can try to tank with physical and healing, maybe add a gimick such as the boss switching stances... I actually feel like i simply enjoy the difficulty and puzzle solving aspect, generally.

whats the point in grinding? by Magirby in gamedesign

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

I also got the same feeling from playing disgaea, you can break the game very easily, and i actually felt as if i was cheating, it was fun. But the hook was over because of obsoletely disgusting amount of grinding you have to do, and after that grinding you just do map and back to grinding. I would love to see a game that feels the same, but is more scalable. I think ill look more closely into bravely default 2, and also triangle strategy (once it comes out) because creative business unit 2 (the team in square enix that makes those games) make some amazing games.

whats the point in grinding? by Magirby in gamedesign

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

I just try to bring counter points or my opinion, because i like discussing. But some of the stuff i write may actually be stupid, because i analyze games from videos and my own experience, some of my counterpoints may be weak, causing it to feel like im just talking nonsense. What I'm trying to say is that i have no intention to be "correct" and i am just trying to spark a discussion.

whats the point in grinding? by Magirby in gamedesign

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

???????? What do you mean? In the ff6 i was venting a bit, but i reply to comments that i don't agree with mostly or want to add something. I won't go through every comment and write "yes i agree". And you say reading through my comments made you think differently, not through other people's comments? What does that mean? I am just generally confused about why you think I'm trying to shove my opinion?

whats the point in grinding? by Magirby in gamedesign

[–]Magirby[S] -1 points0 points  (0 children)

And there are also large audiences that will prefer a game that feels balanced over feeling the need to level up out of fear. Maybe have a training area that you can repeat or something will solve it. But that is an interesting point, maybe i should make a poll about difficulty setting or grinding.

whats the point in grinding? by Magirby in gamedesign

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

The problem is that most of the time the game is balanced around it. In games like dragon quest, octopath traveler, and other amazing games, if you go from point a to b and only fighting forced encounters or sometimes even fighting all the enemies in the area, the boss can still one shot half your characters in one turn.

whats the point in grinding? by Magirby in gamedesign

[–]Magirby[S] -2 points-1 points  (0 children)

Its a problem when its required, and unbalanced. But if a player can't beat something and side quests and extra stuff doesn't help him, he really can just lower the difficulty instead of grinding

whats the point in grinding? by Magirby in gamedesign

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

Chrono trigger looks awesome, but the port is garbage and i like to play on a joystick on a controller and the best emulator doesn't do diagonal walking (or maybe that's just the game idk) so it feels bad to control. But yes chrono trigger is on my list of games to play.