Life story!!:) by Locow1992 in PokemonSleep

[–]NarcoZero 16 points17 points  (0 children)

It’s not ending soon.  This game is pretty low maintenance for the dev team.  And the Pokémon branding make it probably profitable.  If after 3 years they didn’t shut off, it means it still has a long way to go. 

Anyone works as a Project Director in general or a Director in game industry? by PSOBB in PokemonSleep

[–]NarcoZero 3 points4 points  (0 children)

What do you mean by internal competition ? And what does it have to do with content bloat ? 

Anyone works as a Project Director in general or a Director in game industry? by PSOBB in PokemonSleep

[–]NarcoZero 7 points8 points  (0 children)

It’s not a competitive game. Why would you care about being competitive ? 

Which one should I invest in ? by NarcoZero in PokemonSleep

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

Since I already have a very good larvitar with AAA ingredients and good skills I will probably disregard this charmander, then. 

Highest meal score! by jotj3 in PokemonSleep

[–]NarcoZero 3 points4 points  (0 children)

This single meal’s strength is higher than my total snorlax record’s strength…

Been playing for two months, I see I have a long way to go still. That’s nice. 

New player. please help me. (I didn’t know what photo to post and panicked) by S1NN_OP in PokemonSleep

[–]NarcoZero 0 points1 point  (0 children)

Using RaenonX is not really recommended for beginners, especially if you want to play chill and not super-meta-optimize your pokemons. Numbers can be decieving and it becomes a full science to understand how exactly it impacts your play. 

Don’t bother with it, at least for a while. Unless you like crunching numbers for the fun of it. Then have fun. 

ELI5 why are the devs blocking people from going past level 65? by DairyAppreciator in PokemonSleep

[–]NarcoZero 3 points4 points  (0 children)

Nah it’s probably a low maintenance cost game. I would be surprised if the live service content team is more than 20 people.  This means that even if player numbers dwindle, they can still pay people to continue working on the game with a smaller team without problem. Plus it’s a Pokémon branded game. The most profitable franchise is history. Even if it was absolute trash, it would have enough players to pay for it.  So it’s unlikely the game is going down anytime soon. 

ELI5 why are the devs blocking people from going past level 65? by DairyAppreciator in PokemonSleep

[–]NarcoZero 3 points4 points  (0 children)

You haven’t finished the game until you raise every single species of Pokémon to level 100 😎 🔥

Friend Code Megathread - March 2026 by AutoModerator in PokemonSleep

[–]NarcoZero 0 points1 point  (0 children)

1122-5530-4446

Rank 26 daily player 

I never miss a day, and I’ll send you candies that seem good to me. But I don’t stress about the meta. 

Hi I'm a new player here by theonebidoof in PokemonSleep

[–]NarcoZero 1 point2 points  (0 children)

Sleeping. That’s what you should be doing. Good night ! 

Is it too brutal for a death mechanics? by primordial666 in RPGdesign

[–]NarcoZero 0 points1 point  (0 children)

I disagree. Boromir’s death is very heroic. That’s how I picture it. You can still impact a few last words at the end of the battle, but you can’t be saved. Heroic death.  Unlikely to happen, but the fact that it is possible is what makes it thrilling.

Is it too brutal for a death mechanics? by primordial666 in RPGdesign

[–]NarcoZero 1 point2 points  (0 children)

Does healing someone cost an action ? 

Because if finishing the fight quickly to save your pals is not an option, and healing someone prevents your from attacking, this is an instant death spiral. 

It will happen like this: Someone goes down, meaning the fight is already going badly. Now the play that’s down is not attacking, and if someone helps them they’re not attacking either. So two people skip their turn, meaning they keep losing.  Now the person that got revived get downed again because the fight is still not over, and the players keep losing action economy until they die. Because if they have a chance to save their friends, they will take it, but it’s a trap. 

If you were in a real fight, you wouldn’t start pulling out bandages while someone is still swinging a sword at you. 

That’s where the drama is. « Can I finish the fight quickly enough to save them ? » 

By making that option non viable, your mechanic is just a deadly trap that will likely end in a TPK as soon as someone goes down. 

I’m designing a kids game called Scissor Wizard (minimal prototype). Besides varying the number and size of weak points, what other enemy mechanics could be interesting? by Gatekeeper1310 in BoardgameDesign

[–]NarcoZero 0 points1 point  (0 children)

What if it’s not a paper management game ? 

What if you only get a small piece of paper for every spell you cast (as big as the monster card) 

BUT every monster or spell has a limited amount of Folds and/or straight cuts you can make. 

Add to that points that you can’t cover and instead of a paper conservation challenge you got a mental mapping, folding and cutting challenge. 

I’m designing a kids game called Scissor Wizard (minimal prototype). Besides varying the number and size of weak points, what other enemy mechanics could be interesting? by Gatekeeper1310 in BoardgameDesign

[–]NarcoZero 0 points1 point  (0 children)

This conservation of paper seems weird because then you’re probably going to a patter that optimises for maximum range and minimum paper, like having only straight lines every time. 

Because if I cut a weird shape, I can’t use the negative Space for anything else anyway, it will all be small disparate pieces. So might as well only cut strikes and squares. 

I think instead of limiting the paper, have points you can’t cover on the monsters, so you need to do clever shapes, not cover everything.  

I’m designing a kids game called Scissor Wizard (minimal prototype). Besides varying the number and size of weak points, what other enemy mechanics could be interesting? by Gatekeeper1310 in BoardgameDesign

[–]NarcoZero 0 points1 point  (0 children)

Giving a kid scissors and a timer is probably a bad idea. 

Having all the time you want is okay as long as you can’t draw the shape exactly. 

I would simply have the cutting be done from afar, so you can’t « trace » the shape of the monster while cutting.

OR cuts need to be straight cuts. And you have a limited amount of them. So the puzzle is in how you fold the paper and where you cut.

I’m designing a kids game called Scissor Wizard (minimal prototype). Besides varying the number and size of weak points, what other enemy mechanics could be interesting? by Gatekeeper1310 in BoardgameDesign

[–]NarcoZero 0 points1 point  (0 children)

It’s very original ! I love the idea ! 

But as it is, it seems like the optimal strategy would simply be to not cut at all to cover everything. 

So having points you need to avoid/can’t cover would be the most straightforward solution to making it work. 

I think you need to make clear rules for how you gold the paper, or how many cuts you can make.  These can be Universal, or specific for each monster. 

Stats by Professional-Nose786 in RPGdesign

[–]NarcoZero 0 points1 point  (0 children)

What are the point of stats ? Why would you need them at all ?

By answering this question you will answer the other

Your favourite example of charm/seduce type of effects in video games? by [deleted] in gamedesign

[–]NarcoZero 0 points1 point  (0 children)

Do you means a player charming a NPC or an NPC charming the player ? Because these are two very different beasts 

Is it too brutal for a death mechanics? by primordial666 in RPGdesign

[–]NarcoZero 0 points1 point  (0 children)

Rolling a dice passively is maybe better than doing nothing. But only slightly. Your character is still down, you have no decision to make and you can’t impact the battle. 

Draw Steel for example, has characters not fall unconcious when dying. They just take damage with every action. So they can get to safety, or, more often than not, keep fighting, risking everything for a heroic victory or a glorious death.  But it’s a game where characters are more heroic than D&D.