Board 8 > so I've been thinking of creating a Kirby-themed card game

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Johnbobb
05/01/20 10:48:34 PM
#1:


Obviously not something that could be sold for copyright reasons, but just something to play with friends/family. Just wanna toss out the basic idea I have for it here and see what people think

So there would be approx. 7 card types:
  1. Kirbys - Each player gets one, all the same but different colors. They'll have a set number of HP (to be tracked maybe with tokens?)
  2. Allies - Characters that can be recruited to help the players
  3. Items - Mostly healing items, maybe a few special items
  4. Enemies - Basic enemies that would spawn each turn and can be attacked or inhaled by players
  5. Powers - Granted by inhaling enemies. Gives the player various abilities, and can be lost by taking damage or inhaling new enemies. These might just be confirmed with the enemy cards to avoid having to look up the power each time you inhale a new enemy, but I also worry that would be too much for one card.
  6. Mid-Bosses/Bosses - More difficult enemies that can't be inhaled, and a "level" would be beaten by defeating one of each, with the ultimate goal of the game being to finish a certain number of levels. Mid-bosses would be able to be inhaled after taking a certain amount of damage, but bosses cannot.
  7. Levels - Randomized for each game? Each having a slight effect on gameplay


I'm imagining the game would work best co-op, with players trying to beat every level. The issue is I also don't have experience balancing a co-op game (essentially so it's not too easy or too difficult), so this will be a new challenge.

I imagine a turn being something like this
  1. Enemy spawns (maybe # of enemies equal to # of players?)
  2. Player 1 can choose to inhale an enemy, attack an enemy using a power, look for an item (maybe randomly selected or maybe bought somehow?), use an item or recruit an ally
  3. The rest of the players do the same
  4. Any recruited allies attack or use whatever their ability is (maybe heal a player, boost an attack, distract an enemy, etc)
  5. All remaining enemies attack the players, most likely at random?


Thinking most actions will be determined by dice rolls, sort of like a simplified tabletop game. Most attacks would just be 1 damage, with the rolls of a certain number being needed to land an attack or successfully inhale (ex. anything >1 could inhale/hurt a waddle dee but a mid-boss might require higher rolls. Likewise, enemies attacking would need certain rolls to be successful). With multiple players, a colored die could maybe determine who gets attacked by any enemy.

Things I haven't decided:
  • How many HP anyone should have, namely the players
  • What causes allies to show up. Maybe have 1-2 available in each level at random with certain requirements to acquire them? Maybe give players the option to randomly draw one? I definitely want there to be some randomness in which show up so it has that sort of deck-builder feel where every game can be different.
  • What causes mid-bosses/bosses to show up. Thinking maybe they show up after a cetain number or turns or a certain number of enemies are defeated?
  • Should enemies spawn during boss fights? The plan is that even when a boss is out, enemies will still spawn to allow the chance to inhale them if you lose your power. Issue with that is that it could become quickly overwhelming if everyone's focusing attacks on the boss and the enemies are continuously spawning.
  • Most smaller details like character abilities/attacks/etc haven't even been considered much yet, so all that's still open.


so

I know that's a lot, just trying to get all my ideas down, and some of it I literally thought of while typing this out. I'm open to any ideas/suggestions/feedback/etc. from anyone as I try to figure out how exactly I want this game laid out.

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Johnbobb
05/01/20 10:51:32 PM
#2:


btw, this would be a pretty involved project. I'd be photoshopping and printing all the cards myself for it, though like with the last game I did, I'll make the image files for the cards available if anyone's interested.

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Tom Bombadil
05/01/20 11:07:51 PM
#3:


You had me at "Kirby" and also at "card game." Will percolate.

Level- Bubbly Clouds: Nobody respects Kirby.

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Colegreen_c12
05/01/20 11:13:08 PM
#4:


My recs:

Don't give so many choices to every player every turn. It makes it a lot harder to balance as you now have to both consider what if nobody took an item and what if everyone took an item. I would probably do something simple like make their be a lead player and that person gets to pick an item and everyone else has to attack/use an item.

For allies I would probably do something like you trade in items for it. Maybe make it so you see 3 allies you can trade for at the beginning of a level and each one needs certain items (Like ally A needs 3 of item 1, ally B needs 3 of item 2). Then you make getting allies consistent in that you can limit how many they can and when they get them. Also they are more of a reward for not needing to use all their items.

For items I would probably do something like flip 3, pick one so that player has some choices to make, either for short term goals or to eventually get an ally.

Edit: lead player would rotate every turn to clarify. And allies would be a group buy

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JoshuaAstray
05/01/20 11:31:30 PM
#5:


will ertyu be in this game?

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Underleveled
05/01/20 11:38:17 PM
#6:


Tom Bombadil posted...
You had me at "Kirby"
This. And would be cool if you could somehow work in all of Kirby's power-ups, even the combos from Kirby 64 and Smash Bros. hats. Maybe do expansions?

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LOLIAmAnAlt
05/01/20 11:45:41 PM
#7:


I've had an idea for a competitive trading card game for years.
I took a walk one night, thought of EVERYTHING on the walk.
Never wrote anything down.
...
...
...
I went to go write stuff down a few days later and I only remember half of what I thought of that night. It's been years and I still cant remember everything.

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Johnbobb
05/02/20 12:08:13 AM
#8:


Tom Bombadil posted...
You had me at "Kirby" and also at "card game." Will percolate.

Level- Bubbly Clouds: Nobody respects Kirby.
>:(

Bubbly Clouds kinda HAS to be a level though, if I can find good art for it

Underleveled posted...
This. And would be cool if you could somehow work in all of Kirby's power-ups, even the combos from Kirby 64 and Smash Bros. hats. Maybe do expansions?
That might be a little difficult. I'll gonna try to get in all or almost all of the regular abilities, but that alone is already a LOT of abilities. I could see expansions though, given that I've made expansions to the other game I made and had a lot of fun with them.


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Johnbobb
05/02/20 12:16:41 AM
#9:


Colegreen_c12 posted...
My recs:

Don't give so many choices to every player every turn. It makes it a lot harder to balance as you now have to both consider what if nobody took an item and what if everyone took an item. I would probably do something simple like make their be a lead player and that person gets to pick an item and everyone else has to attack/use an item.

For allies I would probably do something like you trade in items for it. Maybe make it so you see 3 allies you can trade for at the beginning of a level and each one needs certain items (Like ally A needs 3 of item 1, ally B needs 3 of item 2). Then you make getting allies consistent in that you can limit how many they can and when they get them. Also they are more of a reward for not needing to use all their items.

For items I would probably do something like flip 3, pick one so that player has some choices to make, either for short term goals or to eventually get an ally.

Edit: lead player would rotate every turn to clarify. And allies would be a group buy
I like the idea of limiting the choices each turn, in addition to making balancing easier, that would also probably make the game's pace feel quicker. I'm not sure about having a lead player each turn though, given that it could potentially cause frustration for players who aren't the "leader" that turn, particularly if they need something specific that the leader doesn't go for. This is still something I need to think on more.

I do really like the idea of having multiple allies available and specific ways to acquire them. The idea passed through my head too, like making it easier to acquire an ally like Meta Knight or Dedede if you have the sword or hammer abilities, respectively. Having them be a group buy makes a lot of sense.

One thing i'm concerned about is balancing depending on the amount of players (ex. how to make it so playing with 4 players isn't necessarily twice as easy as playing with 2). Maybe make it so it's 2 mini-bosses if playing with 3-4? Maybe have less allies available?

I've also tossed around the idea of letting one player control the enemies if players want to do competitive instead of co-op. This would allow the villain player to choose which/player ally gets attacked each turn instead of having it be random. Not sure about this yet.


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Johnbobb
05/02/20 12:17:47 AM
#10:


LOLIAmAnAlt posted...
I've had an idea for a competitive trading card game for years.
I took a walk one night, thought of EVERYTHING on the walk.
Never wrote anything down.
...
...
...
I went to go write stuff down a few days later and I only remember half of what I thought of that night. It's been years and I still cant remember everything.
Man I've definitely had things similar to that happen before, not just with games but with things I wanted to write, draw, etc. It's the worst. Hopefully at some point you can recall (or re-come up with) enough to make it a playable game!

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MajinZidane
05/02/20 12:38:35 AM
#11:


following

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Johnbobb
05/02/20 10:42:28 AM
#12:


I'll probably just keep putting the ideas here as they come up

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Colegreen_c12
05/02/20 10:54:38 AM
#13:


Johnbobb posted...
I like the idea of limiting the choices each turn, in addition to making balancing easier, that would also probably make the game's pace feel quicker. I'm not sure about having a lead player each turn though, given that it could potentially cause frustration for players who aren't the "leader" that turn, particularly if they need something specific that the leader doesn't go for. This is still something I need to think on more.

I guess my thought is this is a pretty fast paced game to where each person would be the leader fairly often. (Like 2-3 minute rounds so your the leader every 10 minutes or so). Idk nobody I would play with would get frustrated with this but i'm not sure in general.

Johnbobb posted...


One thing i'm concerned about is balancing depending on the amount of players (ex. how to make it so playing with 4 players isn't necessarily twice as easy as playing with 2). Maybe make it so it's 2 mini-bosses if playing with 3-4? Maybe have less allies available?

4 players = each person gets one kirby, takes turn being leader to get item INSTEAD of action
3 players = each person gets one kirby, leader gets item AND an action
2 players = each person gets two kirbys, leader swaps between kirbys instead of players and gets item INSTEAD of an action

as an initial thought. Only scales up to 4 really though but you could just add more enemies after that.

Alternatively if you make it competetive (one person controls the enemies) you could give them some kind of point buy system (where they get x number of points each turn and use that to purchase enemies) and scale the points they get up

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ertyu0078
05/02/20 11:25:41 AM
#14:


Why Kirby dumb

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redrocket
05/02/20 12:28:28 PM
#15:


Is it bad that I came in here just expecting this to be a topic for trolling ertyu?

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Kamekguy
05/02/20 1:28:56 PM
#16:


Hrm... I think there could be something really interesting with this. The way I'm envisioning it, I don't think that you need to separate searching for items or attacking an enemy versus inhaling - with the exception of mini-bosses, that's almost always gonna be a null factor. Instead, I think I would design enemy cards like this:

-Each enemy has corresponding HP and Power. Their power is used as a modifier if they're recruited as an ally.
-Each non-boss enemy has an Item drop. The item is obtained by defeating the enemy through non-Inhale means.
-Most enemies have a power that is obtained through inhalation. Each power has its own card that give Kirby a modifier against certain other cards (ex. Cutter being effective against Bronto Burt and Whispy Woods). Not as strong as getting an ally or as flexible as an Item, but Inhaling weaker enemies is free.
-Each enemy card has arrows pointing in one or more of four cardinal directions. These represent the player(s) that the enemy can attack. If multiple options present itself, the enemy attack is determined by a d4. An invalid roll is simply rolled again until it is valid. Enemy cards are placed face-up based on the perspective of the player who drew them.
-Mini-bosses can be Inhaled when their health is half or less

This gives an impetus for certain players to attack, and for others to act on it. For instance, someone with Bonkers attacking them would want to hit them, but that could weaken him to be in inhalation range for the next player.

Easy suggestions for item cards:

Friend Heart - Turn a defeated enemy into an ally. May optionally be triggered upon enemy's defeat. Their item card is not drawn. May only be used on the player's turn, or if the Kirby whose turn is immediately before the player defeats an enemy.

Copy Pedestal - Turn an Ability card into the Ally that it was obtained from.

Pep Brew - Restore HP

Maxim Tomato - Restore more HP

Galaxia/The King's Hammer/Bandanna - Automatically summon Meta Knight/King Dedede/Bandana Waddle Dee as a Boss. Add one 'Friend Heart' card to your item slot.

Megaton Punch - Remove one opponent's ally with a lower POW than your own ally.

Warp Star - Rotate the arrow directions of one Enemy card however you'd like.

From there you could adjust a lot of conditions. Have victory be achieved via either the last Kirby standing or the one who beats a super boss (Marx, Nightmare Wizard, Zero, etc.). Or make each 'super boss' drop a piece of the Star Rod or something and whoever assembles it wins. I think 1 enemy less than the number of players allows for strategic options, as ideally Kirby shouldn't be one-shotting anything he's not inhaling unless he has friends, so that a risk-reward system is always in play.

But still, could be a really fun game, color me interested!

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ertyu0078
05/02/20 1:33:31 PM
#17:


What ever kirby dumb I do one on tornadolayzers

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swirIdude
05/02/20 2:04:30 PM
#18:


JoshuaAstray posted...
will ertyu be in this game?


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ertyu0078
05/02/20 2:06:06 PM
#19:


No

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Haste_2
05/02/20 3:33:13 PM
#20:


This sounds like a cool idea.

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Johnbobb
05/02/20 5:52:46 PM
#21:


Colegreen_c12 posted...
I guess my thought is this is a pretty fast paced game to where each person would be the leader fairly often. (Like 2-3 minute rounds so your the leader every 10 minutes or so). Idk nobody I would play with would get frustrated with this but i'm not sure in general.
I'm definitely open to the idea but not sure how sold on it I am. Although thinking about it now, I'm not sure whether that system would actually effect the content of the cards themselves, so it might be something to decide in playtesting? Like try with and without leaders in place and see how much it actually slows things down to have everyone able to make decisions.

Colegreen_c12 posted...
as an initial thought. Only scales up to 4 really though but you could just add more enemies after that.

Alternatively if you make it competetive (one person controls the enemies) you could give them some kind of point buy system (where they get x number of points each turn and use that to purchase enemies) and scale the points they get up
tbh my thought for this game right off the bat was pretty much that it would be primarily a 2-4 player game. I'm sure it would probably work for up to like 6, but for practical purposes, usually when I'm playing games it's in groups of 2 or 3, sometimes 4 but rarely more.

I was also thinking of maybe scaling HP different for the amount of players. Say like if it's 2 players each gets 6 HP, but if it's 4 each gets like 3 or 4? Not necessarily those numbers but roundabout that idea.

I do think that point system is a good idea for competitive.

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Johnbobb
05/02/20 6:51:27 PM
#22:


There's a lot to take in in this post, gonna try to go bit by bit

Kamekguy posted...
Hrm... I think there could be something really interesting with this. The way I'm envisioning it, I don't think that you need to separate searching for items or attacking an enemy versus inhaling - with the exception of mini-bosses, that's almost always gonna be a null factor. Instead, I think I would design enemy cards like this:

-Each enemy has corresponding HP and Power. Their power is used as a modifier if they're recruited as an ally.
So while each enemy having HP and Power (or something similar to that) is largely what I was thinking, I don't know if I want to make every enemy recruitable. I want recruiting allies to feel a little more special, which is why I wanted to make them unique characters.

-Each non-boss enemy has an Item drop. The item is obtained by defeating the enemy through non-Inhale means.
I do like the idea of enemies doing item drops. That could also help limit the options each player needs to have each turn.

-Most enemies have a power that is obtained through inhalation. Each power has its own card that give Kirby a modifier against certain other cards (ex. Cutter being effective against Bronto Burt and Whispy Woods). Not as strong as getting an ally or as flexible as an Item, but Inhaling weaker enemies is free.
Special modifiers for various powers is definitely along the lines of what I wanted to do.

-Each enemy card has arrows pointing in one or more of four cardinal directions. These represent the player(s) that the enemy can attack. If multiple options present itself, the enemy attack is determined by a d4. An invalid roll is simply rolled again until it is valid. Enemy cards are placed face-up based on the perspective of the player who drew them.
To be honest, I'm not a big fan of the arrows. It's a neat idea, but I feel like it gets harder to keep track of the more cards are on the table, and if it might come down to rolling a d4 anyway, it just feels like an extra step.

-Mini-bosses can be Inhaled when their health is half or less

This gives an impetus for certain players to attack, and for others to act on it. For instance, someone with Bonkers attacking them would want to hit them, but that could weaken him to be in inhalation range for the next player.
I do plan on having mini-bosses inhalable at low health, but I also don't want to have the system encourage players to dick each other over if it is gonna be co-op focused.

Easy suggestions for item cards:

Friend Heart - Turn a defeated enemy into an ally. May optionally be triggered upon enemy's defeat. Their item card is not drawn. May only be used on the player's turn, or if the Kirby whose turn is immediately before the player defeats an enemy.

Copy Pedestal - Turn an Ability card into the Ally that it was obtained from.

Pep Brew - Restore HP

Maxim Tomato - Restore more HP

Galaxia/The King's Hammer/Bandanna - Automatically summon Meta Knight/King Dedede/Bandana Waddle Dee as a Boss. Add one 'Friend Heart' card to your item slot.

Megaton Punch - Remove one opponent's ally with a lower POW than your own ally.

Warp Star - Rotate the arrow directions of one Enemy card however you'd like.
Gonna hold on to these for now; wanna make sure I have the basic gameplay set in stone before starting to make the cards

From there you could adjust a lot of conditions. Have victory be achieved via either the last Kirby standing or the one who beats a super boss (Marx, Nightmare Wizard, Zero, etc.). Or make each 'super boss' drop a piece of the Star Rod or something and whoever assembles it wins. I think 1 enemy less than the number of players allows for strategic options, as ideally Kirby shouldn't be one-shotting anything he's not inhaling unless he has friends, so that a risk-reward system is always in play.

But still, could be a really fun game, color me interested!
I am thinking every game would have multiple "super bosses" (there's PLENTY to choose from), I was possibly even thinking of maybe giving them 2 phases? Some of them lend themselves to it way more than others.

I appreciate the enthusiasm toward the idea! Definitely makes me more excited about the whole thing

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Tom Bombadil
05/02/20 7:25:28 PM
#23:


Random spitball: What if you kinda took a page out of Legendary's book and made it semi-cooperative? Like, you have to work together to beat the bad guys, but you're also competing to eat the most food, and it's kinda your call which angle you want to focus on. If you're playing with a more competitive group it gets a prisoner's dilemma element of figuring out when you can sneak off to grab food and let others handle the main objectives. If you're a friendly group then you can probably ignore that element altogether and that'd probably make it easier to win.

I dunno it sounds like that might be too intense or complicated for what you're trying to do but I always like that kinda thing

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Kamekguy
05/02/20 7:37:46 PM
#24:


Aah I see, my bad, was thinking of it as a counter-operative kind of game. My main impetus with the arrows was to have a player be immediately threatened by an enemy and, thus, more likely to try to eliminate a specific threat, along with taking away pure chance elements, but it makes a lot more sense in a co-op game for that to be less of the case. Sorry if that was too long or assertive!

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Johnbobb
05/02/20 9:33:00 PM
#25:


Kamekguy posted...
Aah I see, my bad, was thinking of it as a counter-operative kind of game. My main impetus with the arrows was to have a player be immediately threatened by an enemy and, thus, more likely to try to eliminate a specific threat, along with taking away pure chance elements, but it makes a lot more sense in a co-op game for that to be less of the case. Sorry if that was too long or assertive!
No, I definitely appreciate any and all input! I get the idea with the arrows and I've played games with similar ideas. The Arkham Horror card game has something similar, where each enemy gets locked into combat with one particular character (but that game's also WAAAAY more complex than I know how to make).

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Johnbobb
05/02/20 10:00:34 PM
#26:


Tom Bombadil posted...
Random spitball: What if you kinda took a page out of Legendary's book and made it semi-cooperative? Like, you have to work together to beat the bad guys, but you're also competing to eat the most food, and it's kinda your call which angle you want to focus on. If you're playing with a more competitive group it gets a prisoner's dilemma element of figuring out when you can sneak off to grab food and let others handle the main objectives. If you're a friendly group then you can probably ignore that element altogether and that'd probably make it easier to win.

I dunno it sounds like that might be too intense or complicated for what you're trying to do but I always like that kinda thing
Y'know, I definitely don't hate that idea. Could potentially make it so the last hit on an enemy gets food so people are encouraged to finish them off? Still mostly co-op but with a slight competitive element. Although that also contradicts with having enemies drop items.

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ertyu0078
05/02/20 10:15:24 PM
#27:


Kirby dumb grow up

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Johnbobb
05/02/20 11:36:26 PM
#28:


I'm still really torn on how I want to do the powers/enemies cards

I feel like having both the enemy and the power you get from it on the same card is too much. It would need to feature 2 pictures, with stats for both things.

Meanwhile, having it separate would mean you'd have to 1. waste time looking up the card for the associated power every time you get a new one, which would likely be fairly often, and 2. have a LOT of cards printed (enough so each player has one of each power card, so if that's like 20 powers at least, that's 80 cards just for those)

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Johnbobb
05/02/20 11:48:24 PM
#29:




ignore my terrible handwriting but this is roughly what I'd imagine a card featuring both a power and an enemy might look like. Flipping it upside down shows which it's being used as. This could maybe work assuming the info is kept fairly simple

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WickIebee
05/02/20 11:50:58 PM
#30:


Still reminds me of the time a Kirby fan and I started to make an internet board RP but then he got busy. It was a fun creation, and as the secondary admin I was totally going to be Kracko. That is all.

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Johnbobb
05/03/20 12:21:36 AM
#31:





some more EXTREMELY rough sketches of basic card layout

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Colegreen_c12
05/03/20 10:34:27 AM
#32:


Johnbobb posted...
I'm still really torn on how I want to do the powers/enemies cards

I feel like having both the enemy and the power you get from it on the same card is too much. It would need to feature 2 pictures, with stats for both things.

Meanwhile, having it separate would mean you'd have to 1. waste time looking up the card for the associated power every time you get a new one, which would likely be fairly often, and 2. have a LOT of cards printed (enough so each player has one of each power card, so if that's like 20 powers at least, that's 80 cards just for those)

Enemy on the front power on the back? then just do one of the decks where you draw from the bottom. Could maybe even put the boss on top so you know whats coming? Alternatively just some kind of blank card on top.

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Colegreen_c12
05/03/20 10:44:30 AM
#33:


The other way I could see is one set of reference cards or a reference sheet that explain a power and maybe like the bottom 10% of the enemy card just tell you what power you get

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Johnbobb
05/03/20 10:58:19 AM
#34:


Colegreen_c12 posted...
Enemy on the front power on the back? then just do one of the decks where you draw from the bottom. Could maybe even put the boss on top so you know whats coming? Alternatively just some kind of blank card on top
I was considering doing them double sided like that, but ultimately felt like it was likely to cause some confusion and make some things harder to keep track of

The reference sheet is a decent idea. I'd ideally like to have cards for the powers, really just because I like the aesthetic of that

I might try to Photoshop together a tough card tonight with both the enemy and power on it, just so I can know for sure how it might look.

One thing I was thinking that might be neat is if the cards have both like that, after acquiring a power, you could stick the enemy half of the card under your Kirby card, so that just the power is sticking out. That might also make it easier to keep track of who has what power

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Johnbobb
05/03/20 11:00:35 AM
#35:


Oh another idea I just had, for mid-bosses

Maybe midbosses can have separate cars for their powers, but the powers they grant would be special versions, sort of like the Ultra abilities in Return to Dreamland. Since there would only be one midboss per level, there wouldn't have to be enough power cards for everyone to have one


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Johnbobb
05/03/20 11:53:38 PM
#36:




So here's a (very rough) idea of what a card with both enemy and power info might look. Laying it all out, it surprisingly doesn't look super busy, as long as the enemy/power aren't overly detailed.

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Johnbobb
05/03/20 11:54:53 PM
#37:


For the record, the abbrevations I was using there

AC: Attack Cost, how high you/the enemy has to roll to successfully attack

IC: Inhale Cost, how high you have to roll to inhale the enemy

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Johnbobb
05/05/20 12:34:49 AM
#38:


So I had an idea that kind of goes into the leader idea while not outright limiting anyone's options.

Each round, 1 player automatically gets to collect an item. That player still makes their turn, and everyone else follows like normal. The next round, the next player collects the item, and so on.

So each person's turn would allow them to
  1. Use an item
  2. Attack
  3. Inhale
  4. (if applicable) use a special ability (ex. Parasol Kirby dodging instead of attacking)
I'm also thinking the game at this point would require 2 types of tokens:
  1. HP tokens. Each player and enemy gets however many they spawn with, and they get taken away as they take damage.
  2. Food tokens. Dropped by enemies that aren't inhaled upon taking the last hit. This would be an optional inclusion for players that want to play competitively and try and get the last hits in on enemies.

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Johnbobb
05/05/20 1:08:09 AM
#39:


Ok the game as I have it now

Before the game starts
  • Give each player a Kirby card to set in front of them.
  • Individually shuffle the the item pile, the ally pile, enemy pile, the mid-boss pile, the level boss pile, and the final boss pile. Set them all to the side.
  • Determine who will be the first player, and then continue clockwise.


Each round follows the following steps:
  1. (if 1st round) Reveal stage
  2. Enemy spawns
  3. Lead player draws an item
  4. Player turn
  5. Ally turn
  6. Enemy turn
Reveal location
Each game will have a pre-determined number of levels. For a practice game, use 1 level. For a short game, use 3 levels. For a full game, use 5 levels. At the start of a level, flip a card from the stage pile. The effect of the stage will remain until the final boss is defeated. If doing a practice run, it is recommended you use Green Greens by default.

In addition, during the phase, the following steps are taken.
  1. Draw three allies and display them for all to see. They will remain visible until the end of the level. Set the other allies aside.
  2. Draw the following, depending on which level you're on. Keep them face down, as these will be enemy deck for this level.
  • Level 1: 5 enemies
  • Level 2: 6 enemies
  • Level 3: 7 enemies
  • Level 4-5: 8 enemies
  1. Shuffle one mid-boss into the drawn enemies. If on level 5, shuffle in 2.


Enemy Spawns
If playing with 2 players, draw two enemies. If playing with 3 or more players, draw enemies for the number of players -1. If the mid-boss is drawn on the first turn, shuffle it back into the deck. When the mid-boss spawns, no more enemies will spawn until it is defeated, so use this to your advantage!

---
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Johnbobb
05/05/20 1:27:46 AM
#40:


Player Turn
The first player draws a card from the item pile. Each round, the next person in order will be the "first player." They may then choose to:
  • Attack an enemy
  • Inhale an enemy
  • Use an item
  • Perform a special action (if applicable)
To attack an enemy, you must roll a D6. To be succesful in your attack, you must roll higher than your current AC (attack cost). By default, all players start with an AC of 5+, meaning you must roll a 5 or higher to successfully attack. Gaining new abilities will change your attack cost, often making it easier to attack successfully. If your attack is successful, you will do the damage specified by your DMG. All players start with 1 DMG, but this can be altered by powers and items.
Bonus: If you deliver the final hit on an enemy, take 1 food token. If you deliver the final hit on a mid-boss, take 2. If on a boss, take 4. If on the final boss, take 7.

To inhale an enemy, the enemy must have 1 HP remaining. If attempting to inhale a mid-boss, their health must be completely depleted. Roll a D6. To successfully inhale the enemy, your roll must be higher than the enemy's IC (inhale cost). If the inhale is successful, take the enemy and place them under your Kirby card so only the power half is showing. If you already have a power, replace the one you have with the new one, discarding the old card.

WARNING: If you roll a 1 when attempting an attack or an inhale, you will LOSE your power! However, it's not completely gone yet! Roll the die again to try and catch it. If you roll a 6, you will get the power back. If not, any allies with turns remaining this round may also attempt to catch it for themselves by rolling a 6 on their turn. This will not count as their action.
Note: Need to see if there's enough Hyper Powers to justify having one for each mid-boss, so that rule is still tbd.

To use an item, do whatever it says on that item card. If it's a limited use item, discard it afterwards.

Some powers allow for special abilities that you may do beyond attacking and inhaling. (Ex. Parasol ability allows you to dodge). Treat these abilities as your action for the turn.

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Johnbobb
05/05/20 1:48:23 AM
#41:


Ally Turn
Allies are special characters that can be recruited by fulfilling a special requirement listed on their card. As soon as that requirement is fulfilled, they join the fight. They will attack like a player (unless otherwise specified) but cannot inhale enemies. They also become an applicable target for enemies, and will stay until being defeated or until the level is finished.

Enemy Turn
Enemies will attack in the order they were spawned. For each enemy, roll the Kirby die to determine who they will attack. The rules for enemy attack are the same for player attacks. They must roll higher than their AC to succesfully attack. All base enemies do 1 DMG. Mid-bosses and Bosses will specify their DMG on their card. Bosses may be able to attack more than one enemy on their turn, so make sure to follow any listed instructions on their card!

Level bosses will spawn once every enemy has been defeated for the level. Bosses will typically have special abilities that will affect that game. Once a level boss has been defeated, all players are returned to full health (including any KO'd players) and play proceeds to the next level.

Final bosses will spawn once every enemy has been defeated in the final level. Final bosses have multiple phases and will be a special challenge! Defeating the final boss mean you have won the game! Count up your food tokens as well for ultimate bragging rights.


---
Khal Kirby, warlord of the Super Star Khalasar
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Colegreen_c12
05/05/20 10:35:58 PM
#42:


Seems like a good start, obviously needs playtesting to see how the numbers work.

Does anything carry over from level to level? Allys sound like they reset, what about items and powers

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Johnbobb
05/05/20 11:09:05 PM
#43:


Colegreen_c12 posted...
Does anything carry over from level to level? Allys sound like they reset, what about items and powers
I'm thinking items and powers will carry over.

I also think I might put a limit on total items per player. Maybe 2 each?

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Johnbobb
05/05/20 11:09:26 PM
#44:


Also tbh not sure how to go about playtesting

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Colegreen_c12
05/06/20 12:10:47 PM
#45:


Johnbobb posted...
I'm thinking items and powers will carry over.

I also think I might put a limit on total items per player. Maybe 2 each?


Ok. I think my biggest concern right now balance wise would be it actually gets easier the later you go because you have powers+items. There are more enemies yes, but the spawn rate stays the same.

Johnbobb posted...
Also tbh not sure how to go about playtesting

Not sure. Make fake dummy cards and try it out? Play around with tabletop simultaor and make a sample version and play there?

You could also just print it out, play it tweaking any rules (because that doesn't require a reprint) and then once you have made any changes only reprint the cards you want to change

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Johnbobb
05/06/20 4:54:44 PM
#46:


Colegreen_c12 posted...
Ok. I think my biggest concern right now balance wise would be it actually gets easier the later you go because you have powers+items. There are more enemies yes, but the spawn rate stays the same.
Hmm... I could maybe make it so the players don't heal between levels. Or if that makes it too difficult, make it so they heal after the first level but progressively less as the levels go on.

Could also make it so that people reviving between levels don't revive to full health

---
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Colegreen_c12
05/06/20 5:46:18 PM
#47:


Johnbobb posted...
Hmm... I could maybe make it so the players don't heal between levels. Or if that makes it too difficult, make it so they heal after the first level but progressively less as the levels go on.

Could also make it so that people reviving between levels don't revive to full health

Could work.

I was typing it up and it was driving me insane so just going to clarify what terminology i am using beforehand. (This is just terminology so I don't use level for two different things, you can call them whatever you want)

World = what you referred to level as at one point, the card that effects the Level you are on. (Could also be called Stage)
Level = what part of the game you are on. (Ie you go level 1, then level 2, etc).

Maybe instead of having one deck of like 10 Worlds you could have the worlds split up by level.

For example you could have 3 worlds that correspond to level 1, 3 worlds for level 2, etc. So each playthrough you are still getting different worlds but they generally get harder as you go further.

Maybe the first set is advantageous and then the later worlds are disadvantegous?

Seems a little bit complex so honestly not sure. I'm kind of thinking of it like Age cards in 7 wonders. You could honestly even have different enemies for the later stages as well.

The health idea could work, maybe something where you start at 10, heal up to 9 on level 2, 8 on level 3. Maybe even make it if you are over the cap you stay above the cap (ie if i take no damage in world 1 im going into world 2 with 10 health while everyone else starts with 9)

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Johnbobb
05/06/20 7:03:32 PM
#48:


You know I kept thinking about 7 wonders too, especially with having the allies constantly available but having specific requirements to meet

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Johnbobb
05/07/20 9:52:18 PM
#49:


Man I keep putting off actually working on writing out the cards

like writer's block if you can call it that

---
Khal Kirby, warlord of the Super Star Khalasar
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Johnbobb
05/07/20 11:36:18 PM
#50:


Spent a good bit of tonight just counting out the minimum # of cards I'd want for each thing based on characters/powers I wanted represented. Currently at:

46 common enemies (36 of which provide powers)
19 items (6 of which are various healing items)
17 mid-bosses (all provide powers)
19 allies
15 bosses
7 final bosses

I ideally wanted to have more bosses and less final bosses (since there's only one FB per 2-4 bosses per game) but didn't wanna budge on any of the final bosses I currently have:
Dark Matter
Magolor
Marx
Nightmare
Star Dream
Void Termina
Zero

None of these have actual cards written out yet, just a list of names and what powers are gained from them >.>

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