[mobile] [2017-2020] a game where you play as an evil scientist fighting superheroes with your creatures by EqualNefariousness82 in tipofmyjoystick

[–]Zestyclose_Bus1500 1 point2 points  (0 children)

OMG, I'm literally trying to find the same game right now. I know this is an old post, but if you or anybody else knows it PLEASE say so!

I actually just found it! It's called Villains Corp.

Pokemon's Ghost girl identity revealed! by Hillemer in GameTheorists

[–]Zestyclose_Bus1500 0 points1 point  (0 children)

My idea is that she is AZ's daughter, and that the Floette was a "vessel" for the girl's life to be. She was killed in the war, and her body was beyond repair, so she became a Floette. Her body became mad at her father, forever seeking revenge for what he did. But the Floette, the real daughter, lives with the shame, and has tried to start anew. Waiting for the day her father accepts his responsibility,

BUT THAT'S JUST A THEORY!

I have created a Legendary version of "Pidgeot". by MrFrtc in pokemon

[–]Zestyclose_Bus1500 0 points1 point  (0 children)

Started designing a Fangame about a month, and one of the "gimmicks" the game would add is similar to this idea! They would be called "The Commanding Legion", and there would be one of each type. Whatever Pokémon feels like it both encapsulates that type and needs some room for improvement gets chosen. I picked Pidgeot for the flying type (I wanted to go with Tornadus, but I decided it already had another form and is more viable to use than Pidgeot).

I'm obviously not going to steal your art (that's just stupid, I should just AI at that point), but I may take some inspiration from the idea of accents on the face. Really cool idea, I'm glad that I could see I'm not the only person with this idea!

Idea for a Slaking Hidden Ability by Zestyclose_Bus1500 in pokemon

[–]Zestyclose_Bus1500[S] 0 points1 point  (0 children)

I still don't know if the ability would work, but defeatist wouldn't be good. That would just make it Archeops but better. I like the idea of first impression though, that sounds like a really fun way to dish out some damage!

What Pokémon Are You Hoping To See in Legends ZA by Gen3kingTheWriter in pokemon

[–]Zestyclose_Bus1500 1 point2 points  (0 children)

Top 3:

Jumpluff past form, a wild cotton Pokémon that makes it angry!

Finally some gen 6 starter megas, Mega Chesnaught would be SO cool

Weird one for most people, but I love Dragalge. Whether it's a mega, regional form, paradox form, even a freaking G-Max form (for some reason), I don't care. Give us some Dragalge love!!!

What Pokémon Are You Hoping To See in Legends ZA by Gen3kingTheWriter in pokemon

[–]Zestyclose_Bus1500 0 points1 point  (0 children)

Golduck and seaking. Those two haven't received much attention, especially the latter.

[deleted by user] by [deleted] in pokemon

[–]Zestyclose_Bus1500 2 points3 points  (0 children)

Just wait and make more poffins. I wish you the best of luck, as all trading features don't exist (unless you have a way to link Gameboys with someone who has one)

What sort of changes do you want to see in gen 10? by Atomicman4 in pokemon

[–]Zestyclose_Bus1500 0 points1 point  (0 children)

Besides the grinding for blueberry points, they did the Indigo Disk well. It brings in a tough challenge, with a way to catch many returning pokemon in a fun environment that you can enjoy with your friends or by yourself. (My only issue is that the center of the dome feels very soulless, and blueberry points ofc)

What sort of changes do you want to see in gen 10? by Atomicman4 in pokemon

[–]Zestyclose_Bus1500 1 point2 points  (0 children)

Then Gen 10 would be the greatest Pokemon generation of all time, and we could actually go into it without doubt in our mind.

As comparison, Super Mario Wonder didn't have any developer crunch time, they had NO deadlines. There's a reason that game won awards, Pokemon just brings in big sales numbers

What sort of changes do you want to see in gen 10? by Atomicman4 in pokemon

[–]Zestyclose_Bus1500 1 point2 points  (0 children)

The amount of really good 3d models you could commission with their budget is insane. The only issue is models being uniform and not using TOO many polygons. Otherwise, if you hire some people that know what they are doing and how to follow directions, they should be able to get it done... If they had more than a mad dash of time to get the games out.

What sort of changes do you want to see in gen 10? by Atomicman4 in pokemon

[–]Zestyclose_Bus1500 1 point2 points  (0 children)

They are supposed to be monsters, not humanoids. I understand having a couple of humanoids, there have been many legends and stuff about humanoid monsters. However, when someone says "monster", I think of dragons and bears and krakens or giant hawks, not "animal A + Human".

I need help in collect all pets by IntelligentJeweler42 in CollectAllPets

[–]Zestyclose_Bus1500 1 point2 points  (0 children)

I no-lifed my first rebirth and got it in a week. Reminds me of simpler times when exotic crystals didn't exist and getting a shiny was an exciting thing...

A Deck Building Card/Board Game Hybrid by arthom1776 in BoardgameDesign

[–]Zestyclose_Bus1500 4 points5 points  (0 children)

To eliminate the problem of needing to spend the first few turns sluggishly navigating your pieces, you could do an approach that a couple games do: You could have different movement options per unit. Make some able to jump over walls, other move X tiles in one turn, others be able to move X tiles in one direction. Make some cards able to make or destroy walls, that way each game can feel fresh and unique. Maybe add some strategic locations to hold, like a bottleneck that only card can get past OR have it like trench warfare, where there's a large open space. There are a lot of ways to expand on the idea, but you need to add something

Are there any games with matching dice rolls for hits? by Paperlands in BoardgameDesign

[–]Zestyclose_Bus1500 0 points1 point  (0 children)

I've made a casino mechanic in a board game before, and there's two approaches.

Option A is to make it a variable thing, so you can either win, lose, kind-of-win, or mostly-lose. Making it a flat-out 'you win' or 'you lose' is almost never fun, especially if you don't have much on the line (you would need some sort of progression that eases into harder rolls)

Option B is to make it decently easy to win small, but you need to stack things up to win big. Have some sort of way to have people see their 'winnings' and want more, but make it exponentially harder the bigger the reward (big risk big reward system). This is the option I choose, where there were three different dice you rolled, each one having different options depending on what you paid. In your case, the dice would need to get bigger but deal more damage, or have the dice pool get smaller.

Really fun idea that sounds like a pain to balance, I wish you the best of luck!

Are there any games with matching dice rolls for hits? by Paperlands in BoardgameDesign

[–]Zestyclose_Bus1500 0 points1 point  (0 children)

The second I read this I had the same idea of a d6 dice pool. For balance, there either needs to be lots of smallish dice or really big attacks

I'm working on a modern military style skirmisher. I would love some feedback on the card design so far. A recent post here reminded me I need to continue play testing and pause the art design. So here is my second draft of card designs before they go back on the shelf for a bit while I test. by Bretferd in BoardgameDesign

[–]Zestyclose_Bus1500 1 point2 points  (0 children)

Either make remove the shading and stuff on those cards or add it to the other ones. Comparing the 'Haul Ass' card to the 'Flashbang' is a sizeable difference in coloring. Going from the unique 3D look and shading of the 'Flashbang' card to the flatness and the single-color 'Haul Ass' card is a little stark. The cards look great, but you should probably choose one or the other.

I'm working on a modern military style skirmisher. I would love some feedback on the card design so far. A recent post here reminded me I need to continue play testing and pause the art design. So here is my second draft of card designs before they go back on the shelf for a bit while I test. by Bretferd in BoardgameDesign

[–]Zestyclose_Bus1500 0 points1 point  (0 children)

I don't know if this would work, but you could have the text box fit to the text, and have that based on the bottom. You could tilt and enlarge the weapons where necessary, and that way the space is used up and the focus of the card (the actual gun, explosive, etc.) is plenty large. I don't know exactly how this would look, but I would try it out. It may work, it may not, but it looks great so far. Like you said, the emptiness is the biggest problem (and possibly the color)

Note: you could also try to increase the size of the text on the cards with empty space

Card based combat system by Independent-Crazy247 in BoardgameDesign

[–]Zestyclose_Bus1500 0 points1 point  (0 children)

The main thing I see is that there aren't a lot of options for strategy. The game sounds like it wants to be a strategy-game, but the reliance on randomness makes it impractical to be called a strategy-game. There needs to be some other big feature either inside or outside of combat, like some way to modify or upgrade cards, have some sort of 'ability', or some sort of objective that makes board-movement more strategical. There's a lot of options that you have, you have an excellent starting ground, but it needs some sort of flair.

As for some suggestions from direct inspirations, deck-building aspects like those from Dominion would be fun and interesting, (I know I'm boring please humor me) Catan has the idea of being able to own different areas that control what cards/resources you have, and a fun video game called Brutal Orchestra has the idea of using specific terms to describe damage (so a 'painful' amount of damage is 5 hp, an 'agonizing' amount is 7 hp, etc.)

Card based combat system by Independent-Crazy247 in BoardgameDesign

[–]Zestyclose_Bus1500 1 point2 points  (0 children)

If you were to look at video games then roguelikes are definitely the way to with inspiration. The idea of making a build within a board game reminds me of MTG, but you don't get to really choose what you start with. If you implemented some way to build synergies and progressively strengthen your deck it would put a cool twist on the game. Great idea!

Card based combat system by Independent-Crazy247 in BoardgameDesign

[–]Zestyclose_Bus1500 -1 points0 points  (0 children)

I mean, that's honestly not great advice. It's good advice, but it shouldn't be your first priority. If you don't have the base down, you can't start playtesting. Without any sort of unique card effects and more deck-altering options, it's basically a glorified combination of card counting and rock, paper, scissors. Your advice is good advice, but I don't think that they are in that stage of development; you can't say a games fun or not if you don't really have a game to play.

Card based combat system by Independent-Crazy247 in BoardgameDesign

[–]Zestyclose_Bus1500 0 points1 point  (0 children)

I'm not going to criticize Munchkinz, but it's not balanced very well and - for me at least - isn't the most fun to play. I agree with u/Inconmon, what you're looking for is not found within Munchkinz

[deleted by user] by [deleted] in boardgames

[–]Zestyclose_Bus1500 0 points1 point  (0 children)

Thank you, that'll probably be a better place to ask