Manti's Game Repair Station
What the title says. If you'd like me to critique your game, post it here and I'll do my best to break it and fix it.
If the game is intended to be a mystery game: PM it to me, give me notice however, because i might want to play in it. Just to give you guys a basic idea of how a game should be built: Quote:
6) Ideally for every 4 players, there is one wolf. 7) You need a sufficently sized human pool for the wolves to hide in. (The only exception to this is a mystery game) Generally, half the players should be normal humans. |
Re: Manti's Game Repair Station
Still waiting on you to look at my game XD. I'll most likely change it again since it's too complex to be a twg.
But expect an awesome FF7 style game from me at some point. |
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Yeah, that sounds really far off the TWG spectrum. |
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FF7 sounds like a blast to me.. :3
I have a mystery game I'd like looked over, but it's on the school computer and I'm suspended at present so... =/ EDIT: Also, for your citique and tearing apart: Quote:
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Re: Manti's Game Repair Station
I have a dilemma with my game. I don't want to leave out my game from reviews, because you might find something others have missed, but it is a large game and I don't want to exclude yet another potential player from playing it.
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Re: Manti's Game Repair Station
Viccica: Topsy Turvey
Vic, This is how your game will break down: Human Strategy Especially if the Clown's Vigi isn't real time. Most likely Day 1 the bearded lady will come out and start a four person alliance with the rest of the blues. Generally, the Neutrals will join this group, since they want to stay free of the lynch. This will lead to a six person alliance on day 1. It's too big of an alliance because the chance of hitting a wolf by blind luck at lynch time is something like 44% on day 1. The mime will be easy to find, because people will watch for people that aren't posting, and humans will post to avoid being pinned as the mime. The Clown is underpowered. Having to sacrifice himself to kill the the bearded lady is basically his only function. I originally thought that the Crystal ball Psychic and House of mirrors Carnie were kinda useless. However, if they both compile a list at the beginning of the game of who claims what, and then compare their seering results to that list they can easily find liars without the juggling man fixing them. Wolf Strategy The only wolf strategy i can see working is for the clown to claim to be some blue then blowing himself up on The Bearded Lady just before he's about to be lynched, hopefully sending the lynch on another human and killing the WB, then wolving the juggling guy during the night. In general the wolves are too easy to find, and the game is human biased. Recommendations You need to spice up the wolves a bit. Their current functions are slightly too weak to compete with the alliance. The house of mirrors Carney can still function even though you messed with the colors. If you ask any of the wolves what they seer and then seer them, their going to have to be damn lucky to guess right, while the humans know their colors. Suggestions - Give the wolf seer real seering results unless the seering is being affected by an item. - Maybe let a couple of the wolves know what they seer - ??Give the clown a one time use vigi instead of a suicide kill?? - if not, definatley make the clown's suicide a real time event. - The purples give their items away? are they one time use? If they are, they're fine. |
Re: Manti's Game Repair Station
@manti: I think you read the jugglin man's power wrong. He does not seer people, he just makes 3 player's return to their true seer result. (B/c humans can be seered blue, green, red, OR purple)
On a side point, it's better to "balance games by taking roles out than adding another role. For instance, if you're going to break your seer's powers, with tainted results, why not just get rid of a seer? Then you don't need a MW, jugglin guy, etc. No sense in having a role if it's power is not accurate/effective. |
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@ BDN, I'd like to play in your mystery game when it does get hosted. Send it to me only if you really think it needs to be debugged. |
Re: Manti's Game Repair Station
Manti, if you will.
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Also, great idea manti, a workshop for game design sounds pretty cool. |
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@Ruritsu:
1) If the lone wolf is lynched the humans win...what if they get vigi'd? Or are you standing by the intention there to replace seer/vigi with seer/psych? 2) If the humans try to lynch the lonewolf while the defender is still alive, do they just get told "You tried to lynch this person but it didn't work"? Thus telling them "This is a wolf"? Once the lone wolf is outed but not killed, with no vigi power in the game, it becomes the job of the sly wolf to out themselves, by basically racing the dead eye on the next day phase to post against the lone wolf first. If the dead eye wins, the game is automatically over, Otherwise, a lynch on the lone wolf fails because the defender is alive, and then the dead eye gets wolved the following night, having outed themselves in their haste to post first. |
Re: Manti's Game Repair Station
@ruritsu: come on, if you're going to post a game, make it your final draft and don't have a bunch of details you said you WANTED to put in. Put some pride into your game XD.
@manti: you know, if you posted my guidelines for a strong game setup, it would filter out a lot of little details that are common problems for most games..... you know, THESE guidelines: Quote:
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Ruritsu: Lone Wolf... First of all I'd like to say your game is actually fairly even assuming the lone wolf doesn't get pegged right away. Anyways, game break down: Human StrategyNight 1, the seer will hit either a wolf or a human. If it's a human, the human comes out and starts the alliance (no MW so no worries about green seerings). The human will attract dead eye, and the alliance will form. From there, the seer is going to have to just thin the pool with some human help. Dead eye is going to have to law low untill they find a red. Wolf Strategy The quicker the wolves kill the seer the better their chances. That said, they'll probably kill the frontman of the alliance each night to keep the allied pool small unless they think they really have a good bead on dead eye or the seer. A secondary thing is that if the sly wolf's switch is permanent for an entire phase, the wolves could fake out the humans by making the sly wolf look like the lone wolf, and then switching back the next day to find dead eye when he votes to "kill" the lone wolf. In general the I find the game to be fairly well balanced, but my opinion could change depending on how certain roles work with each other (See below) Recommendations I think your game is good, just consider the following role interactions. 1. What happens if dead eye is the first person to vote a player, and the unlucky human is the last? Does one player's role override the other? 2. Is the sly wolf's role switch a permanent thing? Say the lone wolf get's vigi'd during the night, but the sly wolf switches roles with him. Does the sly wolf then continue on as the lone wolf? or is it just for the one night and the game is over? 3. If the sly wolf's ability is permanent until they switch back, I think you can keep the vigi seer. The wolves need to be on their toes to avoid the vigi, but it's certainly avoidable. @ devo, I'm pretty sure the game is a human win reguardless of how the Lone wolf dies, just as long as he dies. |
Re: Manti's Game Repair Station
I think this thread fits manti's ego's agenda, but I'll bite.
The game I suggested last host sign-ups. Iggy had an interesting strategy laid out. It works. The seer is able to get a 5 mason-like group right off of day one by asking everyone to stay in the rooms they spawned in and signing a death warrant by coming out day one. While the seer is most likely to die if he goes through with it, the 5 person alliance is a very tough seal to break. However, iggy refuses to acknowledge that a wolf could indeed lie through his teeth and claim to be blue - I mean, he may as well do it. The seer is limited to seering players in his own square and the wolf crowd controller could just move him about all he wants. Chances of any of them getting seered in time to have a confirmed alliance are none, and chances that the seer would divulge this information to ANY of the people who come out to him are slim, I think. I mean, in a normal game you don't divulge information to people until they're confirmed blues anyway. Iggy asked me to level the playing field. I was thinking of making movement mandatory (at the cost of being moved randomly) because it protects the blues and the wolves but you might have a better idea. Keeping a 4 square map throughout the entire game without any global penalties for abandoned squares could prove useful, too, especially at the later stages of the game. |
Re: Manti's Game Repair Station
To answer you questions:
1: The dead eyes reads "Will not be stopped by other effects", and what I meant was it takes priority over all else. Will make it clearer somehow. 2 & 3: The sly wolves effect is "Switch roles" with the other. Its effect does not end at the end of a phase or anything, it remains until the new sly wolf ("Switch" does mean switch.) activates it again. Further, its activated at night and takes effect right before the begining of the following day phase. Devo: Yeah, it should read "if he dies humans win." I hadn't thought of that. Game is below with minor revisions for clairty. Quote:
Missed this question at first devonin: Um, yeah, basically I'll just update with "Its now night" which in effect outs him as the lone wolf. However, there'll be no race to the lynch by the sly wolf, they'll just switch roles. At any rate, I don't think things like this are that bad of a problem. |
Re: Manti's Game Repair Station
I'd like to note that the lynch not going through does NOT completely give away the lone wolf, there still is the possibility that the unlucky human was well...unlucky...and cast the last lynch vote on someone who isn't the lone wolf.
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Re: Manti's Game Repair Station
I think ruritsu's game is good. But the way it's setup, you pretty much make it a huge risk to use the vigi power. (the humans lose a day to find a wolf if he uses it.)
You can fix this one of two ways imo. 1) add another player to your roster. That will make the player count odd during the day and having 1 phantom will not be as big a deal for insta lynch purposes. 2) have the seer become a psychic after he uses his power so that he will be more inclined to vigi kill and at least have some good come out of it in case he misses. But out of a lot of games I've seen, this looks pretty good to me. |
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Changed a couple things, as per your request. Editted the purple roles a bit along with the items and added a wolf and a few normal humans. To explain the Bearded Lady - Tattooed man relationship, if the tattooed man dies, the wolvesbane effect wears off, since the person holding the wolves back from attacking them is gone. |
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vic, I think your game has a lot of potential, but you have to make it more concise. It has a lot of unique ideas, but it has things in it that aren't necessary.
For instance: Clown - It's like 'It' all over again. He's a psychotic mass-murderer who came to the carnival as a cover. Under that painted-on crimson smile lay the tales of a psychopath. Can choose to kill one person at any given point in the game. This will be real time. As soon as I read the PM, I will post that player x has died and they will be out of the game. He's deathly afraid of mirrors, hating the way he is forced to paint his face for the sake of this carnival, however. So if the House of Mirrors Carnies targets him he will have a meltdown and kill himself, along with one other non-wolf player. It should just say CLOWN: Once during the game he can instantly kill someone, if he's seer'd he will die along with another non-wolf player. All that other information is not needed. I can tell you put a lot of thought into it, but for reading purposes, it's much easier to just put what's needed for the role and maybe type up your story in a separate area. It will make others more interested in your game. Also, I hope this game gets run, it still needs work but there's a good basis here. I won't step on manti's thread and give my two cents about the game but I just had to say this. |
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Well I did that for the sake of showing there will be stories in my game. And in the instance of the Bearded Lady and Tattooed Man, it's neccesary to show.
Where's the fun in saying it's a vigi char when there's more to it? =p It's still understandable. I like it how it is. And I'm worried more about the functionality than whether or not it's easy to read so... |
Re: Manti's Game Repair Station
Werewolf no Naku Koro ni
A Game of Truth and Fiction Setup: Completely original! Open setup. 12 players: 8 town-aligned, 3 wolf-aligned, 1 third party (counted as "town" in regards to parity): 6 Rokkenjima tourist 1 Territory Lord, Ushiromiya Battler 1 Broken Survivor, Ushiromiya Ange 1 Malign Detective, Furudo Erika 1 Golden Witch, Beatrice 1 Endless Witch, Virgilia 1 Voyager Witch, Bernkastel Rules: This games functions differently from regular TWG: all abilities in this game (excluding the wolf nightkill) involve the dissemination and suppression of information about the game state. The game is centered around two core mechanics: Red Truth: This is delivered exclusively from the game host. Any statement in red is true with absolute authority! No explanation or elaboration is required! Red truths are true statements as of the time they are delivered. Blue Truth: This is an ability allowed to all players in the game in limited quantities. The blue truth is essentially a hypothesis that a game player makes about a specific nightkill. What is valuable is that the host must PUBLICLY respond to all blue truths given to him. (Host responses given below.) Blue truth must take the following format: roundbox killed DaBackpack! Players may join these statements into a single blue truth via conjunction: roundbox killed DaBackpack and sunfan killed DarkManticore! Please note that you may NOT use a blue truth about yourself --- your blue truths may only contain the names of other players. Who would ever admit to murder, anyway? If a validly constructed blue truth is submitted by a player as a night action or is posted in the game thread, the host is compelled to reply in one of exactly two ways, publicly, in the game thread: [*]Blue truth failure: If the blue truth is false and has not been meddled with by the wolves, the host MUST reply with a red truth discrediting the statement. (For example, if a player suggests A and B! and A is true but B is false, the host replies with It is not the case that "A and B!") [*]Blue truth success: If the blue truth is completely valid, the host will publicly refuse to respond. (The host will never directly confirm that a wolf has killed a player.) However, certain wolf characters can perform actions that force blue truths to succeed even if they would normally fail, so be careful! Role PMs: Each role PM, as well as each night-action ability, is described below. Every character can use any/all/none of their abilities whenever desired, including a nightkill. SEND ME ALL NIGHT ACTIONS VIA DISCORD @DaBackpack#5775 Phase Lengths: 48/24hr days/nights No lynch/No kill: ON Cardflips: Full OOTC: Off (Except for wolfchat) Nighttalk: Off Wolfchat is Day/Night 24 hours communication. Phantoms: Off Phases will start/end at 10PM server time. |
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