Posts: 5
Threads: 2
Joined: Sep 2012
Hello there! If you could take take a look at the nifty profile summary to the side, I've really only been here for a handful of weeks. Although I wish I had art to contribute, several crippling viruses on my main computer disable me from doing anything remotely similar to that so here we go.
As a (very) select few people here are aware, I help moderate a small Mario forum that was established around 2006. The forum's activity as of late has been nearly non-existent, with a few stray new posters here and there contributing next to nothing. In hope of restoring something resembling activity to the forum, I took advantage of the forum's die-rolling code to put together a skeleton for a turn-based forum game. The concept was to have two participating members engage in a 'battle' wherein they take turn rolling die using this code, and each die outcome would bear different results for either player. To build upon this skeleton, I added a TCG-like mechanic, where users would select two 'cards' to utilize for their battle. A player, during their turn, would roll a die for each of their existing cards, and that character would then execute an effect (usually an attack) based on the outcome. To keep with the Mario theme of the forum, the cards were all based around Mario characters.
The game itself was relatively balanced. There were no crippling issues with game mechanics, and a majority of the cards were considered balanced by the game's standards. However, the forum was so incredibly inactive that nobody had even bothered to pay attention to it (bar a few assisted playtests) despite the amount of work put into it and its overall enjoyability. And in a last-ditch effort to resuscitate the game, I was led here to post it here, maybe even have a few people playtest it on a makeshift jcink forum.
What I would like from you all, since I'm sure not all of you are playtesting superhumans, is to assess the game posted below, post some feedback on the game's accessibility, discuss the level of balance amongst the roster, and give some general crits on it. I'm not perfect, but you guys aren't stupid and if I could find the closest thing to perfection it would be this community. Thanks!
The OP:
Mushroom Kingdom Tussle is a very early version of a new forum game that I plan to implement as a major activity later on. The game is in its early stages, and many components are still being worked on. However, the most vital form of balance we can acquire is playtesting, and without it we are left with a lazy forum game, both broken and unbalanced; much like Monopoly and other such "board games".
Anyone may help playtest, and all of the information needed is available on THIS wiki.
After reading the above, a list of characters will be available here for use in-game.
Bandit
12 HP
Hit and Run (+3 on all CC moves, must switch to ranged after every attack.)
1- /ESCAPE/ Steal an opponent's potion, deal 2 damage
2- /CC/ Steal opponent's potion.
3- /ESCAPE/ Steal an opponent's potion, deal 3 damage
4- /CC/ Inflict 2 damage.
5- /SPEC/ Intimidation; opponent cannot use potions next turn.
6- /RANGED/ Throw pebble at opponent, deal 1 damage
Boxer Guy
12 HP
Fighter (Character must start in Close Combat range, and cannot move under any cirumstances. Opponent cannot switch positions the turn after this character uses a CC attack. +1 to all CC attacks.)
1- /CC/ Punches opponent, 3 damage
2- /SPEC/ Sucker Punch; attacking opponent must take 6 dmg if Boxer Guy is an attack target next turn.
3- /HEAL/ Tend to a teammate's wounds. +2 HP
4- /CC/ A quick jab, deals 1 damage
5- /CC/ Uses all of its power for a massive punch (one turn recharge), 5 damage
6- /SPEC/ Defend; take 2 less damage from all attacks next turn.
Spear Guy
15 HP
Aim Down Sights! (Character must start in ranged position, and cannot move under any circumstances. +1 to all ranged attacks)
1- /RANGE/ Throws spear, 3 damage
2- /RANGE/ Throws spear, 1 damage
3- /RANGE/ Throws spear, 2 damage
4- /SPEC/ Cover Me; if another one of your characters rolled an attacking move this turn, Spear Guy takes no damage during opponent's next turn.
5- /HEAL/ Tend to one character's wounds. +6 HP
6- /SPEC/ Defend; Take 2 less damage next turn.
Hammer Bro
20 HP
Smooth shell (When Hammer Bro is damaged by a CC or DASH attack, the attack does 2 less damage, and you may add 1 extra DP to your point count during your next turn. Takes +3 damage from RANGE and ESCAPE attacks.)
1- /SPEC/ Village Crusher; does 2 damage to all active characters. All characters spawned by Block Party are removed from the game after calculation.
2- /RANGE/ Tosses a barrage of hammers, 4 damage.
3- /SPEC/ Defend; take 3 less damage from all attacks next turn.
4- /RANGE/ Throws a hammer, 2 damage
5- /HEAL/ Tend to one character's wounds. +3 HP
6- /ESCAPE/ Jumps back, throwing hammers in its wake; 3 damage
Dry Bones
5 HP
Undead (3 turns after reaching 0 HP, Dry Bones is returned to play with all of its HP into Ranged position.)
1- /RANGE/ Throws a bone at opponent, 3 damage
2- /SPEC/ Does absolutely nothing.
3- /SPEC/ Intimidation; opponent cannot use potions next turn.
4- /SPEC/ Does absolutely nothing.
5- /RANGE/ Throws a bone at opponent, 2 damage
6- /SPEC/ Does absolutely nothing.
Thwomp
18 HP
Rock Hard (Thwomp takes 3 less damage from all CC and DASH attacks. A character attacking Thwomp from a Close Combat position loses 3 HP after calculation. Always gains 1 HP at the end of every opponent's turn.)
1- /SPEC/ Does absolutely nothing.
2- /SPEC/ Shockwave; hits all active characters (excluding Thwomp) for 2 damage.
3- /SPEC/ Threaten; selected opponent cannot change its position next turn.
4- /SPEC/ Intimidation; opponent cannot use potions next turn.
5- /SPEC/ Does absolutely nothing.
6- /SPEC/ You may choose between rolls 3 or 4.
Medi Guy
12 HP
Nurse (Always gains 1 HP at the end of every opponent's turn. As long as Medi Guy remains active, you may not bottle your heals into potions/purchase any potions.)
1- /SPEC/ Mind Block; Selected opponent cannot execute SPEC rolls next turn. If opponent rolls a SPEC move, Medi Guy takes 2 damage.
2- /HEAL/ Heal all teammates bar Medi Guy. +3 HP
3- /HEAL/ Tend to a character's wounds. +6 HP
4- /HEAL/ Tend to your own wounds. +4 HP
5- /DASH/ Ram into the opponent, deals 3 damage
6- /HEAL/ Tend to a teammate's wounds. +8 HP
Monty Mole
11 HP
Block Party (If Monty Mole does not take damage during an opponent's turn; you may bring into play another Monty Mole, regardless of active character limits or whether or not you own another Monty Mole. A Monty Mole spawned by this effect only has 5 base HP.)
1- /RANGE/ Tosses a small stone, 2 damage.
2- /RANGE/ Tosses a boulder, 5 damage.
3- /HEAL/ Bandage a teammates wounds. +2 HP
4- /CC/ Slashes opponent, 2 damage
5- /SPEC/ Defend; take 2 less damage from all attacks next turn.
6- /SPEC/ Quicksand; selected opponent cannot change its position next turn.
Goomba
10 HP
Block Party (If Goomba does not take damage during an opponent's turn; you may bring into play another Goomba, regardless of active character limits or whether or not you own another Goomba. A Goomba spawned by this effect only has 5 base HP.)
1- /DASH/ Headbutts an opponent, 5 damage.
2- /CC/ Headbonk; inflicts 3 damage.
3- /SPEC/ Tattle; this roll becomes a selected opponent's 3rd tier roll until the end of the match.
4- /CC/ Bites opponent, 2 damage
5- /HEAL/ Bandage a teammates wounds. +2 HP
6- /SPEC/ Hazard; an attacking opponent takes 3 damage if Goomba is the target of its attack next turn.
Baby Bowser
13 HP
Fresh Heir (During your rolling phase, roll an extra 1d6 prior to your standard move rolls. If this extra roll results in a 6, all damage done by Baby Bowser is doubled for the next three turns.)
1- /CC/ Slashes opponent for 4 damage.
2- /CC/ Slashes opponent for 3 damage.
3- /DASH/ Withdraws into his shell and tackles opponent, 5 damage (One turn recharge).
4- /SPEC/ Intimidation; opponent cannot use potions next turn.
5- /SPEC/ Village Crusher; does 2 damage to all active characters. All characters spawned by Block Party are removed from the game after calculation.
6- /RANGE/ Spits fire at all active opponents, deals 2 damage each.
Buzzar
14 HP
Gump Marathon (Buzzar always takes x3 damage from all damage-dealing SPEC attacks. All damage done by Buzzar is increased by 2.)
1- /DASH/ Swoops down on an opponent for 4 damage.
2- /SPEC/ Threaten; selected opponent cannot change its position next turn.
3- /ESCAPE/ Vollies a ball of air at an opponent, 3 damage.
4- /RANGE/ Barrages all foes with an array of feathers, 1 damage each.
5- /CC/ Pecks at an opponent for 2 damage.
6- /SPEC/ Vaccuum; select one active character. It is immediately changed to its opposite position.
Swoopula
21 HP
Blood? Sucker? (When Swoopula successfully inflicts non-SPEC damage on an opponent, it recovers 1/2 (round up) of damage dealt as HP. HP gained this way cannot be bottled, and is not affected by Close Combat modifiers.)
1- /HEAL/ Donate some blood to a falling teammate. +7 HP
2- /SPEC/ Life Absorb; selected opponent cannot heal self next turn, and takes 3 damage.
3- /SPEC/ Annoy; if selected opponent rolled a SPEC attack last turn, they take 4 damage.
4- /DASH/ Swoops down on an opponent for 1 damage.
5- /DASH/ Swoops down on an opponent for 2 damage
6- /CC/ Sucks on opponent's blood, 2 damage.
Mr. Blizzard
13 HP
Snow Fort (Mr. Blizzard takes 1 less damage from all RANGE attacks. Attacks against opponents in Ranged position do +3 damage. Always gains 1 HP at the end of every opponent's turn.)
1- /SPEC/ Blizzard; hits all active characters for 3 damage.
2- /RANGE/ Throw a hard snowball, 3 damage.
3- /HEAL/ Patch up yours or teammate's wounds with snow. +5 HP
4- /RANGE/ Throw a hard snowball, 3 damage.
5- /SPEC/ Hazard; an attacking opponent takes 3 damage if Mr. Blizzard is the target of its attack next turn.
6- /RANGE/ Barrage all active opponents with snowballs, 1 damage each.
Toad
15 HP
Neutral (Negative position-based damage modifiers apply to neither Toad nor any of its partners. Always gains 1 HP at the end of every opponent's turn.)
1- /HEAL/ Tend to a character's wounds. +5 HP
2- /SPEC/ Toad House; add 1 BP to your point count.
3- /SPEC/ Poison Mushroom; The amount of HP an opponent's potion heals is reduced -3. If this cannot be done, deal 3 damage to an opponent instead.
4- /SPEC/ Counter; select one opponent. Deal the amount of damage Toad took last turn to that opponent.
5- /SPEC/ Advisor; selected teammate does +1 damage on its next attack (can be within the same turn).
6- /DASH/ Jumps on opponent, 1 damage.
Groove Guy
12 HP
Unstable (Position-based damage modifiers are always doubled for Groove Guy and all of its partners. Always gains 1 HP at the end of every opponent's turn.)
1- /DASH/ Dashes at opponent, 2 damage.
2- /SPEC/ Call Cancel; All characters spawned by Block Party are removed from the game.
3- /SPEC/ Dizzy Dance; selected opponent must roll an additional 1d6 during their next roll. If the roll is below 3, its move is not executed.
4- /SPEC/ Mind Block; Selected opponent cannot execute SPEC rolls next turn. If opponent rolls a SPEC move, Groove Guy takes 2 damage.
5- /SPEC/ Advisor; selected teammate does +1 damage on its next attack (can be within the same turn).
6- /HEAL/ Tend to a character's wounds. +5 HP
The die rolling code as most of you know is
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