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5/2/2024 2:47:01 PM
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I've been really into Balatro, so what if each class had a deck of abilities? Attacks, spells, and buffs, which you would draw during combat that could aid your combat. Maybe offense could have like a double-attack card, a dodge card, and something like a short double attack speed buff, for example. Maybe not a super huge focus on deckbuilding, but the ability to change out cards could really help with buildcrafting being more unique.
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  • While I love deck builder games--Re:CoM and One Step From Eden are some of my favorite games ever--I don't think deck building matches this particular project, for two reasons: 1. A big part of the game is working together with your team. That's harder to do when you're also trying to manage a deck. Like, for example; the Chrono Mage (the Offensive Support) should be keeping the pressure on, boosting their allies' fire rate while also trying to freeze the boss with Time Beam. Doing these things reliably is much more difficult when things are tied to a deck, and the Chrono Mage would have a much harder time performing their role. Which, in a solo-game, is fine. It's a test of deck building. But in a party based game, you want the members to be able to perform their roles reliably. I've been logging things in a doc since making this thread, and at the moment I'm leaning towards each class having four abilities. One ability on each class will inflict a debuff on the boss. I'm actually thinking about making a follow up to this thread, now that I have a more solid idea of what I'm working with.

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  • I get that, but I had a feeling it could be worked out. Drawing abilties from a pool that are activated with hotkeys as opposed to just having 4 set abilties COULD be interesting. That said, it's your project. I think it'd be an interesting gimmick.

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  • I'm not saying it couldn't work, but it's a totally different experience. Deck builders are usually about exploiting systems, and controlled randomness. They're also usually about meta-level fun--that is to say, fun that comes from engaging with the game's systems, and plotting out stuff in advance, rather than focusing on the moment-to-moment gameplay any individual match. But this isn't a game that's supposed to be about exploiting systems--it's supposed to be a game about teamwork, where no single person on the squad could take on the boss alone, meaning that a deck builder would either let you get too strong, or it would be leaving out what the most fun part of deck building is. Nor is it a game about controlled randomness--it's about memorizing boss attack patterns, and using the tools at your disposal to more effectively take them out. And, finally, it's not a game that's about meta-level fun. It's about fighting bosses. Menuing isn't a huge draw of the game like a card battler is. Could it work? I mean, sure, you could probably make it work, but in doing so you would be creating a wildly different game. I don't feel it's a mechanic that goes in the same direction as the project's vision.

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