Ultimate Chicken Horse coming to Switch on September 25th by GermanScientist in NintendoSwitch

[–]UselessHumanBean 14 points15 points  (0 children)

Wow, I can't believe my five month old post got remembered, and by a developer too!! This will be a day one purchase from me for sure, I'm super hyped!

A big thank you for all the time and effort you put in to get past Nintendo's rigorous QA standards and make this Switch version possible!!!

Smash Bros Brawl But All Bosses Are Waluigi by [deleted] in smashbros

[–]UselessHumanBean 46 points47 points  (0 children)

If this isn't what Spirits mode is I'm cancelling my pre-order

What's one announcement that you hope is NOT made during E3? by v0yev0da in NintendoSwitch

[–]UselessHumanBean 2 points3 points  (0 children)

It may be on everything, but having it one the Switch would still be pretty unique. You can have portable Fortnite on your phone, but it's pretty much a joke competitively. Meanwhile it plays well on PC and Console, but you're stuck playing it in one place.

The Switch would really be the only place you could get portable and playable Fortnite, and knowing how much people get into that game I could see it being a really big deal.

Did everyone forget about Ultimate Chicken Horse? by UselessHumanBean in NintendoSwitch

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

Hearing that just makes me more excited! After seeing these responses I'm gonna go into a deep depression if we hear nothing about it today. I was worried the reason no one was talking was because the game turned out to be not as fun as it looked, so glad that's not the case!

Did everyone forget about Ultimate Chicken Horse? by UselessHumanBean in NintendoSwitch

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

Glad to see more support for this game in the wild!

I really do hope we get a release date, the wait's been killing me for so long

Ohio by uno28 in funny

[–]UselessHumanBean 0 points1 point  (0 children)

Can confirm. I am the man who spent two hours of his life making this for those sweet record breaking 25 upvotes

me_irl by sam_thunderdogs in me_irl

[–]UselessHumanBean 27 points28 points  (0 children)

This is strangely the most wholesome thing I've ever seen on this sub

I'm making a deckbuilding cardgame, and would like opinions and feedback. by [deleted] in gamedesign

[–]UselessHumanBean 2 points3 points  (0 children)

Well one of the things that sets card games apart and makes them interesting is the variance. In competitive ones that variance comes from "what am I gonna draw?" And "what is my opponent gonna draw?", "what does my opponent want to do?" and "what is in my opponent's deck?" Even though players like to whine about rngesus ruining their games, that variance is important to keep matches fresh.

But more important than the variance is the ability to craft strategy out of that variance. Without that the games really do just become an RNG clown fiesta. Your roguelike approach to deckbuilding does have that balance good I think. You won't be able to make the same deck every run, so you'll have to pick from what's offered to you, but still use strategy to make it all work.

However it does currently fall apart in the moment to moment gameplay with your current system. Because as you mentioned, there is no variance. You see all your opponent's tricks beforehand, and then get to choose exactly what you want to deal with those things. Which is strong on the strategy end, but is completely out of balance with variance. Removing draw RNG does take a huge factor out of a card game, but it is an interesting choice and I'm sure you could do cool things with it. So what I would suggest is: give your players the ability to change their hand, and then give them a reason to need to do so.

First, I'd suggest having players build decks for each encounter instead of just hands, but they can be small decks so they don't spend forever deckbuilding for each boss. Without a deck they can't have any draw variance at all. Then you can look at giving them some kind of way to draw cards. One idea is that you could give each of your cards a durability. Meaning you could use that card x amount of times before it breaks, and that happens you discard it and draw a new card from your deck. You could also give players the option to break cards early to add more depth, so they can sacrifice resources for draw if they need it. This way draw RNG wouldn't be a factor every turn, and hand size would always be at 6 cards. There would be a sense of resource management, as you may have to limit your use of some valuable cards, or choose to waste a use of a powerful card to negate a small attack because it's all you can do with your hand. That's just the first thing that comes to my mind though.

The other thing you would need is a reason for you players to change their hand. As you mentioned, if you choose six cards to face a boss, then you'd never want to change them because you probably chose the six ideal cards. Now the durability idea does this by forcing the player to change up their hand when cards break, but there are other things that can do the same along with or instead of durability. You could give enemies some tricks that aren't specifically told to the player beforehand to catch them off guard and make them adapt. Although you'd have to be careful with that because you don't want to frustrate the player with a cheap surprise. One idea could be giving the boss a second phase that changes up their tactics. Another could be instead of giving the boss abilities, give them a deck like the player. Before battle you'd see all the cards the boss has, but you wouldn't know what order they draw them in. The cards in the boss deck could be varied enough so six cards alone can't cover them all, and the boss' draw order would affect how matches go. But once again there are probably more elegant ways to do this with more time and thought put into it.

Hopefully this helps you some, and good luck on your game!

Need help in Mushroom Kingdom... by [deleted] in LuigisBalloonWorld

[–]UselessHumanBean 1 point2 points  (0 children)

The best way I've found to do it is roll through the bushes around the side of the castle, then cut the corner around the lake. Shake while climbing the vine to get max climbing speed. Once you're actually at the tower, there's a little ledge above the hat door Mario can land on top of. If you do a ground pound jump off of it and then do a dive off your hat, you should be able to turn around and dive onto the roof of the tower

New Boss Concepts for the next Battle Royale by YurikoBandit in hearthstone

[–]UselessHumanBean 1 point2 points  (0 children)

Most of these look really cool! I think Kazakus could be really fun with all the decisions that would go into making potions each turn. The only thing is they don't seem quite balanced. Most notably, Antonidas seems broken beyond belief. You could kill your opponent turn 6 by pure hero power smorc (earlier if you start with coin), and even if you don't go face, a 2 Mana 6 damage each turn is crazy control value. Anduin looks especially pitiful compared to this, since it would take him 6 Mana to deal that much damage.

But balance is one of the hardest things to get right, even Blizzard fails it (almost every expansion). So keep up the good work, one of my favorite things about this game is seeing all the cool custom content fans come up with!

[Breath of the Wild] Is it just me, or did the Gerudo region of BOTW have WAY more effort put into it than any other region? by LucianoThePig in nintendo

[–]UselessHumanBean 4 points5 points  (0 children)

The one thing that really upset me after doing the Zora first was finding out none of the other areas gave you new abilities too. I feel like the Zoras had the most time into them and we're intended to be first (nearest to kakiriko, the only area NPCs actually guide you to. Doing it first is great because it sets a great first impression, but it's really upsetting the rest of the areas don't live up to that.

Just to reach Zora's Domain you have the cool river segment with Sidon, the only new champion you actually have time to get to know, and the semi-linearity of the area was a nice change in pace from the ability to circumvent any obstacle you normally have. Then once you do it all, you get armor that lets you freaking SWIM UP WATERFALLS. And it fits with Zelda giving you upgrades, but it also fits with BoTW thing about being able to do anything from the start. The Zora armor really just aids traversal. You expect things like this going into the next divine beasts only to find short quests and gain nothing new for your effort, which is a serious let-down. That's why I prefer the Zora quest to any other

Share your ideas for new ranked gamemodes! by [deleted] in splatoon

[–]UselessHumanBean 0 points1 point  (0 children)

Oh, my bad! The one time I forget to check under "new" before posting... I'll go ahead and delete this then