Game Concept Thread

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Cedur
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Re: Game Concept Thread

Postby Cedur » Thu Apr 13, 2017 9:53 am

I spent quite some time on thinking how to make the Zombie balanced. I remember that in M23 the TP could only convert during even numbered nights, so in this setting he's a bit faster. Still it would be quite a big blow to him if he doesn't manage to convert (or at least bring a mafia down). I'd probably think about making Wario and Luigi permanently immune to conversion (Luigi is at least on N1).
King of Eterity wrote:Also, feedback on my game?
I think there's several things you still need to clarify. Does this game only consist of night phases? If the vote shuffler is in action and several people don't receive a vote (which you can be sure), will there be a kitb between them? Or will you only consider the people that had at least one vote? And can you please re-elaborate for convenience on how players vote for inspection, healing etc. (other than just referring to Pseudo's Democracy game)?
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Re: Game Concept Thread

Postby Electriking » Thu Apr 13, 2017 10:14 am

Supershroom wrote:I spent quite some time on thinking how to make the Zombie balanced. I remember that in M23 the TP could only convert during even numbered nights, so in this setting he's a bit faster. Still it would be quite a big blow to him if he doesn't manage to convert (or at least bring a mafia down). I'd probably think about making Wario and Luigi permanently immune to conversion (Luigi is at least on N1).
King of Eterity wrote:Also, feedback on my game?
1) Does this game only consist of night phases?
2) If the vote shuffler is in action and several people don't receive a vote (which you can be sure), will there be a kitb between them? Or will you only consider the people that had at least one vote?
3) And can you please re-elaborate for convenience on how players vote for inspection, healing etc. (other than just referring to Pseudo's Democracy game)?
1) It has both day and night phases. Day is for lynch votes as usual, Night is for other votes and actions
2) Only people with at least 1 vote on them get affected by the vote shuffler
3) You do all voting in PM. The best way to do submit votes would be:

Inspect: Player A
Kill: Player B
Heal: Player C
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Re: Game Concept Thread

Postby ShadowStarX » Thu Apr 13, 2017 11:13 am

I updated my game with nerfing the Assistant and adding 2 new roles in order to balance the game.
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Re: Game Concept Thread

Postby Amyrakunejo » Thu Apr 13, 2017 11:16 am

Sanct wrote:
Amyrakunejo wrote: D&D - Style Game
Honestly, the main problem problem with this game is that it's a fucking chore to read. Most people don't have the patience to read a fucking book before playing mafia
Yeah, I really wasn't looking for approval, it was just something I came up with, while half-asleep no less...

I guess that it does comprise of a small booklet of sorts, with what the line spacing and all (proper formatting be damned!).

I also strayed away from Good/Evil concept, if anyone had noticed; sometimes it's not about that struggle.

I guess I could of condensed the Disciplines and Abilities in Depth, and maybe omitted or shortened the Terms (which were not really complete but are meant as a foot note index of sorts anyway).

What I'd like to know is if it is a decent concept...
Feedback on my game?
I skipped to the last page; I have not seen your game (kinda hard to give feedback).
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Re: Game Concept Thread

Postby Unidentified » Thu Apr 13, 2017 8:27 pm

ShadowStarX wrote:
Sanct wrote:
King of Eterity wrote:[I agree with Witchking. No one will vote for your game no matter how good it is if you post it in a host sign-ups becuase no one will read it (even I didn't). Make the post shorter. And if I were a GM, I would probably disapprove of it because there is too much to read. Reading it would not be worth anyone's time and therefore writing it was probably not worth your time as a result.

Also, feedback on my game?
I agree with thehelmetguy1 on this matter aswell
Sadly I have to disagree with Megar on this one.
I would agree with Danny here.

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Re: Game Concept Thread

Postby Amyrakunejo » Thu Apr 13, 2017 9:56 pm

thehelmetguy1 wrote:
ShadowStarX wrote:
Sanct wrote:
I agree with thehelmetguy1 on this matter aswell
Sadly I have to disagree with Megar on this one.
I would agree with Danny here.
Um, who are these people?
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Re: Game Concept Thread

Postby ShadowStarX » Fri Apr 14, 2017 2:34 am

Amyrakunejo wrote:Um, who are these people?
Other forum members who play Mafia.
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Re: Game Concept Thread

Postby Amyrakunejo » Fri Apr 14, 2017 5:26 pm

ShadowStarX wrote:
Amyrakunejo wrote:Um, who are these people?
Other forum members who play Mafia.
'Megar', 'Danny', are in reference to (enter usernames here) ??

That's what I meant.
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And at night she whispers, Ride the Wind, never comin' back 'til I touch the midnight sun...


"Is there really a choice for us, or are we always, sometimes monsters?"

What my POTATO PC can run with little to no issues:
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Re: Game Concept Thread

Postby Cedur » Fri Apr 14, 2017 5:29 pm

These are their exact usernames. Just look around in recent game threads.
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Re: Game Concept Thread

Postby Danny » Sat Apr 15, 2017 7:02 pm

M40+: Big Trouble in Little Mafia Town
16 players
Roleflip

None of the Mafia members know each other, so they must rely on their inspection ability to find their teammates.

-MAFIA-
Gunslinger: Each night, can attempt to kill a target. Can inspect a player each night, learning their color.
Mafioso: Can inspect a player each night, learning their color. If the Gunslinger dies, they find the gun and become the Gunslinger.
Mafioso: Can inspect a player each night, learning their color. If the Gunslinger dies, they find the gun and become the Gunslinger.

-TOWN-
Sheriff: Can inspect a player each night, learning their color.
Doctor: Can protect a player each night, preventing them from being killed.
Vigilante: Each night, can attempt to kill a target. If he kills an innocent, he is silenced during the day.
Graduate: When the Sheriff, Doctor, or Vigilante dies, it becomes that role.
Townie: A regular townie.
Townie
Townie
Townie
Townie
Townie
Troublemaker: Doesn't know that they're the Troublemaker.
Troublemaker
Troublemaker

-Clarification-
-When the Gunslinger dies and both Mafioso are still alive, it is randomly determined which Mafioso will become the Gunslinger.
-If two of the three special roles die at the same time and the Graduate is still alive, the Graduate gets to choose which role they wish to become.
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Re: Game Concept Thread

Postby Mosaic » Mon Apr 17, 2017 8:40 pm

M??:The 8-Bits Take Over Subcon

-Cardflip
-21 Players
-Health Mechanic
-Items
-Mandatory Lynching
-Optional Role Usage

After having had saved Subcon, the land of dreams from wart awhile back, Mario, Luigi, Peach, And Toad decide to pay subcon a visit, only to find that Wart has returned and has taken it over! They realize that to save Subcon once again, they’ll need to collaborate to take out members of the 8-bits one by one to get subcon back. But it seems that Wart won’t be handing it Back so easily. Meanwhile, a lone subcon tries to get subcon back to normal themselves, while also looking for help

The Heroes
The Heroes don’t get a collaborative nightkill, instead, each can separately attack a player of their choice each night, taking away an amount of health informed below.
Mario: Starts with 150 HP, can check how much HP a player has left each night, Attacks take 25 HP.
Luigi: Can go on alert twice in the game so that anyone that attacks him will be hit with a counterattack, losing the amount of HP that Luigi would have lost otherwise, Attacks take 25 HP
Peach: Can roleblock a player each night, Attacks take 25 HP.
Toad: Can switch their color with another’s each night, if inspected that night, they’ll come up their target’s color, Attacks take 50 HP.

The 8-Bits
Wart: Starts with 150 HP, can attack some each night, taking 75 HP from them.
Mouser: Can give a player a bomb each night
Tryclyde: Can watch a player to learn who visited them each night.
Shop Ninji: Can give someone one of 3 items each night, they have a veggie, a pow block, and a mushroom block for themselves
Veggie(X5): Can be hurled at a player, taking 25 HP from them
Pow Block(X2): Can be thrown in a player’s house, taking 75 HP from that player and anyone that visits them.
Mushroom Block(X3): Can be thrown at a player, taking 50 HP from them
Healer Guy: Can give a player a heart or drain heart each night.
Inspector Guy: Can inspect a player each night to learn their color.
Star Ninji: Can protect someone with a star each night, protecting them from any attacks that night.
Hearty Guy: Starts with 150 HP, thinks their a normal shy guy.
Double Vote Ninji: Votes count for two, can still vote for one at 25 HP.
Shy Guy: Regular Townie, each start with a veggie
Shy Guy
Shy Guy
Shy Guy
Shy Guy

Nice Guy: Thinks their a normal shy guy, flips blue
Beezo: Flips Yellow, knows their the Beezo

Third Party
Subcon:
They start with 150 HP, they can attack a player each night, taking 75 HP from them, any attacks he’s hit by, he’ll counterattack, taking as much HP from his attacker as they took from him. Can also inspect a different player to learn their color in the same night. If targeted by a hero, they’ll be recruited with them.

The Heroes: Outnumber or Equal to the number of 8-Bits and win alongside the TP
The 8-Bits: Take down all the Heroes and The Subcon
Third Party: Be the last player standing or win alongside the heroes.

Health Mechanic
Spoiler: show
All players(with several exceptions), start with 100 HP at the beginning of the game, if their HP reaches 25 or lower, they aren’t able to vote, but if their HP reaches 0, they die.
Items
Spoiler: show
Bomb
Can be thrown at another player, taking 75 HP from them

Veggie
Can be thrown at another player, taking 25 HP from them

Pow Block
Can be thrown inside a player’s house, taking 75 HP from them and anyone who visits them

Mushroom Block
Can Thrown at another player, taking 50 HP from them

Heart
Restores 25 HP immediately upon being collected

Drain Heart

Can be used on another player to steal 25 HP from them
Last edited by Mosaic on Mon May 29, 2017 9:53 am, edited 13 times in total.

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Re: Game Concept Thread

Postby Mosaic » Tue Apr 18, 2017 9:48 am

I'd really like some feedback and/or criticism on this game.

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Re: Game Concept Thread

Postby Mosaic » Tue Apr 18, 2017 9:59 am

Danny wrote:M40+: Big Trouble in Little Mafia Town
16 players
Roleflip

None of the Mafia members know each other, so they must rely on their inspection ability to find their teammates.

-MAFIA-
Gunslinger: Each night, can attempt to kill a target. Can inspect a player each night, learning their color.
Mafioso: Can inspect a player each night, learning their color. If the Gunslinger dies, they find the gun and become the Gunslinger.
Mafioso: Can inspect a player each night, learning their color. If the Gunslinger dies, they find the gun and become the Gunslinger.

-TOWN-
Sheriff: Can inspect a player each night, learning their color.
Doctor: Can protect a player each night, preventing them from being killed.
Vigilante: Each night, can attempt to kill a target. If he kills an innocent, he is silenced during the day.
Graduate: When the Sheriff, Doctor, or Vigilante dies, it becomes that role.
Townie: A regular townie.
Townie
Townie
Townie
Townie
Townie
Troublemaker: Doesn't know that they're the Troublemaker.
Troublemaker
Troublemaker

-Clarification-
-When the Gunslinger dies and both Mafioso are still alive, it is randomly determined which Mafioso will become the Gunslinger.
-If two of the three special roles die at the same time and the Graduate is still alive, the Graduate gets to choose which role they wish to become.
Hmm, i think that that's a pretty interesting idea, however, due to the three troublemakers, how the heck can they trust their inspection at all?
I feel like something should be done about that.

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Re: Game Concept Thread

Postby PixelPest » Tue Apr 18, 2017 10:01 am

I think that's part of the point? Otherwise the game would be really easy and boring

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Re: Game Concept Thread

Postby Mosaic » Tue Apr 18, 2017 10:02 am

PixelPest wrote:I think that's part of the point? Otherwise the game would be really easy and boring
makes sense.

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Re: Game Concept Thread

Postby Danny » Tue Apr 18, 2017 4:42 pm

Yes, the Troublemakers are there for a reason. The catch is, the Troublemakers don't know they're a Troublemaker, so if someone approaches them and mentions that, it would be quite suspicious.
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Re: Game Concept Thread

Postby Mosaic » Tue Apr 18, 2017 5:48 pm

Maybe you didn't hear me before but may i please get some kind of feedback on my idea?

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Re: Game Concept Thread

Postby Megar » Tue Apr 18, 2017 5:48 pm

After a brief discussion and much thought from me in the Discord chat, I present to you...

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"Ah, Alucard. What is your business here?"
"I've come to put an end to this."
M__: Nocturne of the Moonlight
Cardflip
17 Players: 4 Mafia, 12 Town, 1 TP


Five years after Richter Belmont's conquest of it, Dracula's infamous Castlevania remains intact, and the legendary hunter has vanished. Alucard, son of Dracula, is awoken to investigate the mysterious castle. Before long he is joined by Maria Renard - an old ally of Richter's - and they learn the truth behind the mystery of Castlevania's remains...

Fending off the Dark Priest Shaft, hellbent on reviving the Prince of Darkness Dracula himself, the priest panics. At this rate, the combined forces of Alucard, Maria and Richter would be too much for his master! In his panicked state, Shaft calls upon his magic to disguise everyone present within Castlevania! Quickly contacting his allies, he forms a plan to rid them of the hunters, while they too figure out just who is who. The battle between Light and Dark begins anew...

And no man can say who shall be victorious.


Dracula's Forces: Those who lurk in the dark. Wins when Belmont's Allies are outnumbered.
The Prince of Darkness, Dracula: "What is a man?! A miserable little pile of secrets!" Infamous villain he is, Dracula is in some ways aggressive. He can engage a player each night, distracting them and thus preventing them from using their ability. He can also hold his ground, and prevent any abilities from being used on him. If he does this, Alucard will see him as 'a friend.' Eventually, though, Dracula will grow tired - he can only hold his ground twice throughout the game.
The Dark Priest, Shaft: "This world must be cleansed in the forge of Chaos." Using what is left of his magical powers, Shaft can disguise any player to further extremes: they will cardflip black for the following day. Alternatively, he can silence them, making them unable to speak on the following day. He cannot use his magic on himself.
The End, Death: "You shall regret those words." Death isn't particularly into this whole thing, but does feel the need to do his job sometimes. He can kill independently of Dracula's Forces on every even numbered night.
Spear Guard: Shaft brought this monster along for the ride, but it can't do anything special.

Belmont's Allies: Those who fight for the light. Wins when Dracula's Forces are eradicated.
Scion of Legend, Richter Belmont: "Your words are as empty as your soul." A headstrong, fierce vampire hunter. Richter's impatience grants him the ability to strike down who he pleases every night. However, should he strike an ally, Shaft's power will grab ahold of him, making him cardflip red for the rest of the game.
Vampiric Heir, Alucard: "Demon! Death is too good for you." Alucard, familiar with the castle's standard residence, can investigate one's actions each night, and identify them as friend or foe. Familiar enough with the scent of a Belmont's blood and his ally Maria Renard, Alucard can easily identify anyone in the castle by name.
The Huntress, Maria Renard: "I'm sorry. I can't let him disappear from my life." Despite not being the child she was five years ago, Maria retains her youthful kindness. Every night she can visit someone to take one of two actions: she can watch from afar and see who visits them, or protect them from any harm. In protecting them, however, they will not be able to use their own abilities.
Paragon Knight: A knight capable of protecting himself against Dracula's Forces. Immune to nightkills.
Knight: A knight from Maria's village brought along to assist her initial investigation, but ultimately caught up in Shaft's magic. Has no special abilities.
Knight
Knight
Knight
Knight
Knight
Knight
Axe Armor: A self-aware monster who decided to side with Belmont. However, he hasn't quite lost all his old habits, and the uninformed would find him suspicious. Doesn't know he's suspicious.

The Librarian: He who seeks only his own prosperity. Wins if he survives the game.
For Money, The Librarian: "Really? In that case, just tell me what you need." Although taking residence in Castlevania, the Librarian ultimately works to his own benefit. To this end, the Librarian has two options every night: he can kill a player, or protect them. His survival does not cost the other winners their victory, so killing him is not a priority.

EDIT ONE: Buffed Alucard to be able to identify anyone by their exact role. Adjusted flavour text.
EDIT TWO: I fixed wording and formatting
EDIT THREE: Added Paragon Knight, Death (can't believe I forgot him), and an extra Knight. Ups total player count to 17.
Last edited by Megar on Wed Apr 19, 2017 10:12 am, edited 3 times in total.
disgusting

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Re: Game Concept Thread

Postby Unidentified » Tue Apr 18, 2017 6:20 pm

The game looks interesting. However I think the town is a bit underpowered

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Re: Game Concept Thread

Postby Megar » Tue Apr 18, 2017 6:30 pm

Any ideas on how to fix it? Remove Richter's cardflipping red, let Alucard properly identify people, or...? I don't want to go too far and tip the scales too much.
disgusting


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