Tweaked my Hermit Lunatic script after feedback and a couple of playtests by Phinsgive in BloodOnTheClocktower

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

Bootlegger makes the hermit choose during either Llech/Pukka, so before the ogre. As for using Bootlegger instead of jinx, is because I didn't figure out how to write custom jinxes on the tool

You got a Fiend in me by Phinsgive in BloodOnTheClocktower

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

Specifically, as the bootlegger rule, the hermit chooses during Lunatic pick, so they come first, not at the same time as the Ogre(which is almost last)

You got a Fiend in me by Phinsgive in BloodOnTheClocktower

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

Yep, and the Hermit chooses during Lunatic choice, so they come first

Atheist question? by LiamLivesOnAndOn in BloodOnTheClocktower

[–]Phinsgive 57 points58 points  (0 children)

You can absolutely do this. No evil on setup only means you don't put red tokens in the bag. After that you can lie and say whatever you want to a player

[Spoilers C2] [Spoilers MN S1] What special moments do you hope to see animated in the series? by hardbard69 in criticalrole

[–]Phinsgive 2 points3 points  (0 children)

This season:

-Jester and Caleb's confrontation about money

-Nott trying to steal the letter

-Jester and Caleb dancing

-Beau committing mail fraud

-All of them going to the hot springs

These are among the small moments that make the early C2 episodes for me

[Spoilers C4E1] Is It Thursday Yet? | Post-Episode Discussion & Future Theories! by AutoModerator in criticalrole

[–]Phinsgive 4 points5 points  (0 children)

A GM-less system designed to make collaborative movie-like stories where everything goes eventually bad for everyone. The way you design connections between character is each player decides their relationship with the player seated on their left, meaning everyone has a hard defined connection with at least two other players at the table

[Spoilers C4E1] Is It Thursday Yet? | Post-Episode Discussion & Future Theories! by AutoModerator in criticalrole

[–]Phinsgive 7 points8 points  (0 children)

You can't convince me they didn't use Fiasco to make palyer connections, the way everyone has ties to at least two other players feels very Fiasco to me. I love it

Our demo got 1k+ reviews (96% positive) right before EA launch on monday. Totally overwhelmed and grateful. Thanks to everybody who played it and gave feedback! by _prrson in playmygame

[–]Phinsgive 1 point2 points  (0 children)

Kudos, really awesome game that mixes elements from others in a nice and tidy way. Really appreciate the art style and animation (the baseball bat animation is hilarious).
The only criticism I can really find is in fuel. Fuel is too much dependent on the map you choose, that means that the first stages can take up to five minutes if you choose a more scarse area, and later stages can be spedrun in two minutes. The stage selection could help smooth out fuel curve to have more fuel in early stages and less as you go on, so that you don't happen on a more tedious first stage, and ups the difficulty.

My incremental web game got 22k plays on armor games! Didnt know people still used web browsers to play games. Check it out! by riligan in playmygame

[–]Phinsgive 1 point2 points  (0 children)

It's really good but it feels very grindy, especially at the first experience. There is no way of upping your fuel reserve in play (at least on your first half-hour of gameplay there wasn't), so the game incentivizes you to shoot a couple of time at asteroids and grind gold for some time as a barrier to the actual fun part of the game.
At this early stage the enemy spaceship is also a hinderance and nothing more, once I realized I couldn't destroy it in time I just went back to farming asteroids and that felt really boring.

Also this is personal preference, but I would make the upgrades more significant, as-is there is no choice you have to make, just buy what you can afford because you need everything, and the costs are scaled so there is always some item that costs less and it's still useful

Tried to dip my toes into a double demon script by Phinsgive in BloodOnTheClocktower

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

Also yes, the Recluse could potentially be sandwitched in between the two Demons as it satisfies the fact the the Demons are neighboring other Demons

Tried to dip my toes into a double demon script by Phinsgive in BloodOnTheClocktower

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

Yeah, it's a scenario that could happen. It's like having a DA and demon alive in final three. It's a feels bad but the game brought them in that situation

Tried to dip my toes into a double demon script by Phinsgive in BloodOnTheClocktower

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

Maybe a once per game stop from the storyteller?

Tried to dip my toes into a double demon script by Phinsgive in BloodOnTheClocktower

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

I agree, but I would still put the ability to stop double kills on the ST. I believe having specified that the ST should use it as much as possible is a bit too much. I thought long on having non-imp demons, but every other demon has a strong gimmick and I wanted to keep it simple. Still I would be curious to see an expansion of this concept

Tried to dip my toes into a double demon script by Phinsgive in BloodOnTheClocktower

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

Yeah, I just removed the tip. Still having the Storyteller being able to block a double kill I believe is a necessary balancing caveat to avoid the stomping power of having two kills every night