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Far-Queue 01/07/21 6:48:07 PM #1: |
https://contentiongames.com/games/slay/
Gonna be a Kickstarter for it. It'll probably be funded quick --- https://imgur.com/ZwO4qO2 "Far-Queue is probably one of the least troll-like of the posters here." - LinkPizza ... Copied to Clipboard!
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Mead 01/07/21 6:50:40 PM #2: |
Sweeet Im so gonna buy that
hope its as good as the binding of Isaac game --- YOU control the numbers of leches. -Sal Vulcano ... Copied to Clipboard!
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shadowsword87 01/07/21 6:51:55 PM #3: |
I mean, the videogame itself is a deck builder game.
It makes sense, I'm curious how they're going to do the co-op, but it should be good. ... Copied to Clipboard!
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ReggieTheReckless 01/07/21 7:02:51 PM #4: |
man, I hate deck builders in video game or real game form
ugh ... Copied to Clipboard!
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shadowsword87 01/07/21 7:12:20 PM #5: |
ReggieTheReckless posted...
man, I hate deck builders in video game or real game form I mean, I haven't played it either, but this is going to be massively popular and bring a lot of people into the tabletop scene, which is great. You were never going to like Deckbuilder: The Videogame: The Boardgame, that's fine. ... Copied to Clipboard!
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PMarth2002 01/07/21 7:16:36 PM #6: |
big fan of the game, but probably not gonna buy this, I don't really play board games often, much more into tabletop rpgs. I'd probably check out a tabletop rpg based on slay the spire.
--- You load sixteen tons, what do you get? Another day older and deeper in debt ... Copied to Clipboard!
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adjl 01/07/21 7:22:49 PM #7: |
A deckbuilding PnP RPG could be pretty interesting. I don't know how well it would actually work for longer campaigns, and making it work without just dueling with the GM in each encounter might be a bit tricky, but I could see it.
--- This is my signature. It exists to keep people from skipping the last line of my posts. ... Copied to Clipboard!
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Zeus 01/07/21 7:25:16 PM #8: |
I always knew that kind of a concept would be successful. I just wish I had managed to develop and sell it first =x
--- (\/)(\/)|-| There are precious few at ease / With moral ambiguities / So we act as though they don't exist. ... Copied to Clipboard!
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Revelation34 01/07/21 7:26:19 PM #9: |
I would buy it but have nobody to play with.
--- Gamertag: Kegfarms, BF code: 2033480226, Treasure Cruise code 318,374,355, Steam: Kegfarms ... Copied to Clipboard!
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Zeus 01/07/21 7:28:44 PM #10: |
Revelation34 posted...
I would buy it but have nobody to play with. tbh, having board games come out in the middle of COVID is a little awkward >_> --- (\/)(\/)|-| There are precious few at ease / With moral ambiguities / So we act as though they don't exist. ... Copied to Clipboard!
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shadowsword87 01/07/21 7:29:53 PM #11: |
adjl posted...
A deckbuilding PnP RPG could be pretty interesting. I don't know how well it would actually work for longer campaigns, and making it work without just dueling with the GM in each encounter might be a bit tricky, but I could see it. Hell naw, what sort of story and world building is there? You would basically have a combat system without anything to go with it. ... Copied to Clipboard!
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keyblader1985 01/07/21 7:31:52 PM #12: |
But there are so many different kind of counters and modifiers to keep track of on every turn. It'd be nearly impossible for anyone but the most dedicated tabletop gamers to stay on top of it all.
--- Official King of PotD You only need one T-Rex to make the point, though. ~ Samus Sedai ... Copied to Clipboard!
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adjl 01/07/21 7:32:48 PM #13: |
Zeus posted...
I always knew that kind of a concept would be successful. I just wish I had managed to develop and sell it first =x Deckbuilding roguelikes? Or deckbuilding roguelikes adapted into tabletop format? Either way, you still could, you just wouldn't be able to capitalize on the novelty because that's a major bandwagon in the indie market right now (roguelikes having already been a major indie bandwagon). Make a good game, though, and you won't need novelty to sell it (hence games like Hades and Dead Cells are able to be successful years into the roguelike craze). --- This is my signature. It exists to keep people from skipping the last line of my posts. ... Copied to Clipboard!
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adjl 01/07/21 7:38:05 PM #14: |
shadowsword87 posted...
Hell naw, what sort of story and world building is there? You would basically have a combat system without anything to go with it. *Shrug* That's the GM's job (to oversimplify matters and blatantly ignore the importance of lore and world building). The concept of deckbuilding alone doesn't cover the need for world building, obviously, but it also doesn't preclude it. In terms of making the concept work in-universe, it'd be easy enough to rip off Baten Kaitos or Lost Kingdoms (among others) and say that magical cards are used to capture the spirits and properties of creatures/objects to be used in battle, incorporating some sort of capture mechanic into encounters/exploration to allow players to build their decks. --- This is my signature. It exists to keep people from skipping the last line of my posts. ... Copied to Clipboard!
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shadowsword87 01/07/21 7:41:45 PM #15: |
adjl posted...
*Shrug* That's the GM's job (to oversimplify matters and blatantly ignore the importance of lore and world building). The concept of deckbuilding alone doesn't cover the need for world building, obviously, but it also doesn't preclude it. In terms of making the concept work in-universe, it'd be easy enough to rip off Baten Kaitos or Lost Kingdoms (among others) and say that magical cards are used to capture the spirits and properties of creatures/objects to be used in battle, incorporating some sort of capture mechanic into encounters/exploration to allow players to build their decks. I mean, that's generally why I am interested in books 'n stuff, because it's good fodder to help the GMing process along. ... Copied to Clipboard!
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PMarth2002 01/07/21 7:42:42 PM #16: |
keyblader1985 posted...
But there are so many different kind of counters and modifiers to keep track of on every turn. It'd be nearly impossible for anyone but the most dedicated tabletop gamers to stay on top of it all. you could probably simplify a lot of it to a manageable amount for a board game while still keeping the flavor of the game and making it fun. --- You load sixteen tons, what do you get? Another day older and deeper in debt ... Copied to Clipboard!
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zebatov 01/07/21 8:01:14 PM #17: |
But is it Gears of War or Whitehall Mysteries?
--- C was right. ... Copied to Clipboard!
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Zeus 01/07/21 8:35:01 PM #18: |
adjl posted...
Deckbuilding roguelikes? Or deckbuilding roguelikes adapted into tabletop format? Either way, you still could, you just wouldn't be able to capitalize on the novelty because that's a major bandwagon in the indie market right now (roguelikes having already been a major indie bandwagon). Make a good game, though, and you won't need novelty to sell it (hence games like Hades and Dead Cells are able to be successful years into the roguelike craze). Well, that's the thing -- if you're not at the front of the line, you're not likely to make a fortune from it. --- (\/)(\/)|-| There are precious few at ease / With moral ambiguities / So we act as though they don't exist. ... Copied to Clipboard!
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GunslingerGunsl 01/07/21 8:47:38 PM #19: |
I have heard good things about this game for so long and I finally bought it a couple weeks ago. It is addictive af. I stayed up two nights in a row playing until past 3am.
... Copied to Clipboard!
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adjl 01/08/21 4:31:07 PM #20: |
Zeus posted...
Well, that's the thing -- if you're not at the front of the line, you're not likely to make a fortune from it. Let's be real: You've never likely to make a fortune off of developing an indie video game, regardless of how novel your idea is. shadowsword87 posted... I mean, that's generally why I am interested in books 'n stuff, because it's good fodder to help the GMing process along. Books and the like would still be useful, of course, but I don't see why those couldn't exist alongside that concept for a combat system. The combat system alone is not a complete game, obviously, but it doesn't preclude the creation of lore to back it up. --- This is my signature. It exists to keep people from skipping the last line of my posts. ... Copied to Clipboard!
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Zeus 01/08/21 5:26:41 PM #21: |
adjl posted...
Let's be real: You've never likely to make a fortune off of developing an indie video game, regardless of how novel your idea is. On any given day, somebody is making a fortune from a indie video game. It's just a matter of finding the right concept and having the right execution, then getting a bit lucky. adjl posted... Books and the like would still be useful, of course, but I don't see why those couldn't exist alongside that concept for a combat system. The combat system alone is not a complete game, obviously, but it doesn't preclude the creation of lore to back it up. Yeah, I don't really see that as an either/or, especially because P&P systems often have combat systems. You can always just homebrew the rest. --- (\/)(\/)|-| There are precious few at ease / With moral ambiguities / So we act as though they don't exist. ... Copied to Clipboard!
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adjl 01/08/21 8:24:35 PM #22: |
Zeus posted...
On any given day, somebody is making a fortune from a indie video game. It's just a matter of finding the right concept and having the right execution, then getting a bit lucky. On any given day, somebody also wins the lottery, and I actually wouldn't be at all surprised if the odds of making a fortune off of an indie game are lower than the odds of making a comparable fortune off of the lottery. Even then, most of the ones that do make a fortune do so not because they are good games that sell many copies, but because they're addictive games that generate a lot of microtransaction revenue (which depends far less on coming up with interesting, novel game mechanics and more on how sneaky and manipulative your monetization is). Candy Crush has made almost three times as much revenue as Minecraft has, to put the reality of the situation into perspective. Does that mean you couldn't have been successful if you got to the idea first? Of course not. It also doesn't mean that getting to the idea first wouldn't have improved your chances of success. But the indie game market right now is very, very busy, and even having a cool idea isn't necessarily going to be enough to make you stand out enough to be profitable, let alone make a fortune. --- This is my signature. It exists to keep people from skipping the last line of my posts. ... Copied to Clipboard!
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Zeus 01/08/21 9:23:13 PM #23: |
adjl posted...
On any given day, somebody also wins the lottery, and I actually wouldn't be at all surprised if the odds of making a fortune off of an indie game are lower than the odds of making a comparable fortune off of the lottery. Considering the relative number of participants, that's exceedingly unlikely even if you include all of the kids developing games in their free time who never even get them onto an eshop. adjl posted... Even then, most of the ones that do make a fortune do so not because they are good games that sell many copies, but because they're addictive games that generate a lot of microtransaction revenue (which depends far less on coming up with interesting, novel game mechanics and more on how sneaky and manipulative your monetization is). Candy Crush has made almost three times as much revenue as Minecraft has, to put the reality of the situation into perspective. Flappy Bird? More like Crappy Bird, m i rite?! adjl posted... Does that mean you couldn't have been successful if you got to the idea first? Of course not. It also doesn't mean that getting to the idea first wouldn't have improved your chances of success. But the indie game market right now is very, very busy, and even having a cool idea isn't necessarily going to be enough to make you stand out enough to be profitable, let alone make a fortune. But in this case it was having the same idea that did make a fortune =x --- (\/)(\/)|-| There are precious few at ease / With moral ambiguities / So we act as though they don't exist. ... Copied to Clipboard!
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Revelation34 01/08/21 10:55:58 PM #24: |
Most indie games are trash. At least the average one you'd find on Steam.
--- Gamertag: Kegfarms, BF code: 2033480226, Treasure Cruise code 318,374,355, Steam: Kegfarms ... Copied to Clipboard!
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adjl 01/09/21 9:32:29 AM #25: |
Zeus posted...
Considering the relative number of participants, that's exceedingly unlikely even if you include all of the kids developing games in their free time who never even get them onto an eshop. Mild hyperbole, perhaps, but Steam alone added over 10,000 new games last year. Most of those are garbage, but it's still a challenge to stand out in such a massive crowd. Zeus posted... But in this case it was having the same idea that did make a fortune =x Sure, but StS's success isn't just a consequence of its core idea (that, and "fortune" in the context of indie game development still isn't all that much money compared to people's usual concept of it). It's a consequence of developing that core idea into a genuinely amazing game that people have come to love. Even then, the only reason it's been a success at all is because a couple of prominent streamers featured it a few months after its initial EA launch. It had a very slow start, selling just a couple thousand copies in the critical first month, and it was only after streamers featured it that sales began to pick up (resulting in a very unusual curve on their sales graph). Unless you also had the talents (whether in direct development or in hiring people that do have those talents) to produce such a quality game and that good marketing luck, the concept wouldn't have carried you very far. Cool ideas alone are enough for neither a good game nor a successful game. --- This is my signature. It exists to keep people from skipping the last line of my posts. ... Copied to Clipboard!
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Mead 01/09/21 11:56:49 AM #26: |
Some of the best games of the last decade have been indie titles imo
--- YOU control the numbers of leches. -Sal Vulcano ... Copied to Clipboard!
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keyblader1985 01/09/21 1:59:27 PM #27: |
God, I love this game. Right now I'm on an interesting Watcher run. I got an event that adds five Ethereal cards that give you Intangible, at the cost of a lot of your max health.
Normally not the best idea, but I also have the relic that keeps cards from being Exhausted half the time. Combine all that with a fairly small deck and that attack card that gives you block every time you attack that enemy, and I'm practically untouchable. --- Official King of PotD You only need one T-Rex to make the point, though. ~ Samus Sedai ... Copied to Clipboard!
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adjl 01/09/21 2:01:40 PM #28: |
Mead posted...
Some of the best games of the last decade have been indie titles imo I quite agree. It's a hard market to break into, given how bloated it is, but some studios have done some truly amazing work. --- This is my signature. It exists to keep people from skipping the last line of my posts. ... Copied to Clipboard!
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