CulturedUrbanite VideoGame Selects.

the way combat and map are split up in this game is really really well done

Attempt to make the dungeon crawling a bejeweled element. I think a relaxed swapping mechanic where you end up NOT wanting to create matches is an interesting contrast to the battle mechanic where you DO want to make matches.

Make the tile generator be able to drop monsters in order to incentive this type of stuff.

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can you repost the crane bug game?

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ty

lot of cool ideas and discussion in this thread.

What's the link to the current version of the game?

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Yeah I'll try a lot of things in the next few weeks. Thanks again and looking forward to showing you what prototypes/ideas I have sooner or later.

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Btw that is what it is right now, so we got one good thing hahaha.

Thoughts on the new build

  • Seems the some encounters were balanced to be easier. As the World Champion of the previous build of the game, i disagree with this balance change and don't really respect people who play/beat this new version.

  • I got 2x Cumbersome items. I like that you're adding items that change the gameplay. But in this case the pace of the game became very slow. I was actually falling asleep. I think the game will feel more fun if the items are mostly around increasing attack power, rather than raising defence - against another guy with high defense it just becomes a snooze fest, whereas the attack power items feel like you're actually becoming stronger (and increase the pace of the game which is important to me)

  • I like that I get powerups for beating Elite enemies - makes those encounters feel worthwhile

I only made it to the beginning of the level after The Sentinel before i had to go, but the game is starting to look very cool.

It's harder later on.
Also you got items that make the tile matching "slower" (Less combo multiplier), there's other ones that do the opposite (More combo multiplier). Unlucky.

awful opinions

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Scrap all the fucking "trinket tiles" and just make them colors with a spellbook: 3x Red 3x Red in a row casts a fireball, etc. I find this way more interesting.

the "wings" in the dungeon should enter the pool of potentially dropped tiles once you've completed the same combo type spellbook mechanic within a dungeon (this may or may not be good, the "battle" and "dungeon" mechanics should be the same core bejeweled mechanic; lifting one of the core ideas and sticking it in the other may allow for less differentiation/one is just a shittier version of the other).

there's a thought that when you're traversing the bejeweled dungeon, the enemies don't get a swap when you complete a 3-match, but they do if you don't.

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Turning the game into the bejeweled version of Magicka and Dota Invoker might not be the most "fun" thing but I promise you I'll try it out.

I think if you implement the navigation of the dungeon via the bejeweled board it will just involve much more thought to play than whatever the currnet battle mode is; the battle mode will just end up being simple and dumb.

there has to be some level of complex element in the "battle mode" that is engaging as like, having a dungeon of bejewel blocks that end up moving, monsters doing their own swaps, whatever and just stupid match these 3 to do damage is not it.

Ideally the battle mode has the most "depth" but I don't think that's really possible. It has to be a core mechanic too, not like "we'll add 10 different modifiers and 100 different tiles" or anything. The idea of chaining combos is much more intellectually complex than that.

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Today while playtesting Robert ran into this board state (recreated for the screenshot)
It's the probably one of the most complex/deep battle states possible in this game right now. He almost won too.

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agreed with this.

Next build sneak peek:

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