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Boss Rush! [Game] https://elementscommunity.org/forum/index.php?topic=55603.msg1153979#msg1153979
« on: September 04, 2014, 06:00:53 pm »
This is a game I wrote on my phone this summer at work, it is bound to have some typos, so please point them out. I wanted some proofread and feedback on this, read the bottom of the post for more information. The game can be played with some kind of tokens, paper to draw the map on (although you could keep that textual by writing down each player's position and don't bother drawing 100 slots+the starting area), something to write down stats and stuff (and draw the map) and a dice (rolled twice to move)


It's a game for any number of players (even one, with the minimum number of moves as an objective), but recommended for 3/4.
A map with a starting area and 100 slots is given. Players take turns rolling two dies and their token moves of an amount of slots equal to the number rolled. When a player lands on a slot, the player has to fight the minion there [consult the table for stats] by rolling the dice once to decide the amount of damage the minion will take and once for the damage the minion will inflict the player until one of the two is dead. If the player wins, points are awarded equal to the number of the slot the minion was in times 2. If the player loses, its HPs are restored and it is brought back to the starting point.
Points can be used to buy items and to boost stats. When you die, all of the unused points and objects are lost. Stats don't reset when you die.
Each turn goes as following:

   1. Roll the dies and move
   2. Fight the Minion
   3. Buy objects, boost stats and/or use objects (optional)

Also, you can decide not to roll the dies and fight again the minion in the slot you're in.
If a player lands on a slot another player is already in, a fight between the two starts with the first attack to the player who moved. Points are awarded based on the slot the fight happened in.
On the 100th slot, a boss appears. The one who manages to give the last hit to the boss wins the game.

Stats work as following:

   * HP: when you run out of HPs you die
   * ATK: a dice is rolled to decide the amount of damage which is equal to roll times ATK
   * SHD: the damage you receive is reduced by SHD
   * SPD: a dice is rolled to decide the amount of slots you move by which is equal to roll times SPD


Table:
Spoiler for Hidden:
Hero:

   * HP: 100
   * ATK: x1 (20 PT=1 ATK)
   * SHD: 0 (5 PT=1 SHD)
   * SPD: x1 (5 PT=1 SPD)


Minions:

   * HP: LV*10 [LV 1=SLT 1-10; LV 2=SLT 11-20; LV 3=SLT 21-30 and so on...]
   * ATK: LV*Dice (1-3)
   * PTs: SLT*2

Bosses: (all of them ignore the player's SHD stat)

   * Lucifer:

      * HP: 100
      * ATK: 40-60
      * Skill: Wingbeat [if 4, 5 or 6 is rolled, roll again but halve damage]

   * Godspeed:

      * HP: 70
      * ATK: 10-60
      * Skill: Godspeed [always attacks first and, if 6 is rolled, attack again]

   * Great Sphynx:

      * HP: 150
      * ATK: 10-30
      * SHD: x0.5
      * Skill: Imponence [if 6 is rolled, next  attack's damage is reduced to 0]

   * Phoenix:

      * HP: 50
      * ATK: 10-60
      * Skill: Reborn [if killed, it is reborned. Only usable 5 times]

   * Chimera:

      * HP: 100
      * ATK: 10-60
      * Skill: (when 6 is rolled, roll again to apply one of the following)
         1. Threatening Roar [the opponent misses next turn]
         2. Venom Bite [the opponent loses 5 HPs each turn]
         3. Hyper Jump [double the damage dealt by your next attack]


Items:

   * Life Extender [50 PTs]: increases your maximum life by 20.
   * Life Elisir [100 PTs]: when you die, use this item to immediately restore your HPs.
   * Overclocker [50 PTs]: double ATK, SHD and SPD for 3 of your turns. Usable only once.
   * Insta-killer [50 PTs]: kill the minion you're fighting with.
   * Repel [5 PTs]: makes the Minion you're fighting escape.
   * Emergency Shield [10 PTs]: nullifies the attack that would kill you, then destroys itself.

Just some clarification:
Minion's attack is from 1 to 3 times their LV. The "1 to 3" is done rolling a six-sided dice and considering 1 and 4 as 1, 2 and 5 as 2, 3 and 6 as 3. Same goes for Great Sphynx, although if 6 is rolled its special ability activates. Lucifer works just the same, but considering 1 and 4 as 4, 2 and 5 as 5, 3 and 6 as 6, with Wingbeat activating only when "true" 4, 5 or 6 is rolled. It cannot activate more than once in a row (if Lucifer rolls 4 you take 40 damage, then it rolls 5, you take 25 damage, then it's your turn, even if the roll was 5).
Great Sphynx's SHD stat halves the damage it takes.
The Boss is chosen by rolling a six-sided dice with 1 for Lucifer, 2 for Godspeed, 3 for Great Sphynx, 4 for Phoenix, 5 for Chimera. If 6 is rolled, re-roll until a valid result appears.

What I wanted:
-Proofread and typo correction (and, most likely, there's some grammatical error, too, this being written on my phone at work with English not being my first language)
-Ideas for other Items;
-Ideas for another Boss (to reach 6);
-General feedback.

As for the Items, I have a couple of weapons written down somewhere, I'll see if those are decent enough.
As for the boss, I think I'm missing something truly luck-based or something like that.

EDIT: also, considering to drop items, I'm not liking them, TBH.

Offline dragtom

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Re: Boss Rush! [Game] https://elementscommunity.org/forum/index.php?topic=55603.msg1154904#msg1154904
« Reply #1 on: September 12, 2014, 07:47:03 am »
life eliser [100 pts];
should that be 'life elixer'?
Players take turns rolling two dies
dices?

to me, it seems kind of a hassle to keep track of all of the numbers,
writing new ones down on every event.
optimal would be some kind of object you'd have to move over an indicator...
for a player's speed, shield, and attack, dice can be used as well.


why does great sphynx have 'x0.5' as a shield?
the description of 'shd' sais it should be flat damage reduction.
halving the damage should either be a skill, or it should just have double the hp.

other ideas for skills and items:
-[skill][item?] shield is equal to the previously rolled dice.
-[skill?][item] roll with 2 dice instead of 1; the greater counts.
-[skill] if the opponent (the player) dealt more damage than this boss (before applying shield), increase the damage to your opponent's.
-[item] during your next movement phase, you can move any number of slots, up to (spd*dice); you can also move backwards.
-[skill] whenever this boss kills a player, it moves 1 slot towards the starting point. It cannot get closer than slot 50 (?). If it moves on top of a player, that player fights it during his next turn.
-[item] nobody (including the user) can use items during his next turn.
-[item] fight target player.
-[item][skill]heal for a portion of the damage you dealt. (no idea how much, probably only like x.15 for bosses).

other mechanic ideas:

-if a player moves onto a slot where there is already a player, the player that was already there can choose to fight. points rewarded are, for the winner, equal to the slot.

also, how do you decide who fights first? just another diceroll? or do you fight (and possibly die) at the same time?

finally, i'd like to say that dropping items is a very bad idea.
You are limiting player's choice, effectively making this a very RNG-based game.
« Last Edit: September 15, 2014, 01:49:15 pm by dragtom »
be quick- time is quanta.

 

anything
blarg: