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Wilben

7
Posts
A member registered Dec 02, 2023

Recent community posts

Thank you!

Question: How are the coins from Battle minigames distributed between 1st, 2nd, and 3rd?

For example: In Mario Party DS, 1st place gets 65%, 2nd place gets 30%, and 3rd place gets 5%.

(18 edits)

Here are some ideas I have for new items and custom settings. I don't expect you to include everything listed here, I just think these additions would be pretty neat.

Hidden Items: When enabled, items will appear in Hidden Blocks.

Shopping Star: Awarded for purchasing the most items. Item/Grab Bag counts as 1 item.

Warp Hex (Roadblock): Passerby will swap places with the owner. They continue their roll after swapping. (Price: 10 coins)

Ghost Hex (Trap): Players who land on this must give the owner 1 Star. (Price: 30 coins)

Koopa Kard: Take all of the coins saved up in the bank by passing it with this item. (Rare Item)

Chance Phone: Force yourself or another player to do Chance Time. (Rare Item)

Minimum Bank Deposit: The minimum amount of coins players need to deposit into the bank.

Last 5 Turns Event:

- OFF: The player currently in last place will not stop a roulette. The host will simply announce that the values of Blue and Red Spaces are tripled and that landing on the same space as another player will start a duel.

- Custom: Only the enabled events can occur.

(5 edits)

I'm not gonna lie, I didn't even know that it worked that way. XD

Well in that case, why not just make it so you can't get coins by using Double/Triple Dice and Custom Dice at the same time?

Also given that one of the events that can occur during the last five turns is turning all Red Spaces into Chance Time Spaces, I don't think making it easier to get Chance Time should be an issue.

Why is Custom Shroom only 1-5 when most Mario Party games that have this item (e.g. Sluggish Shroom or Custom Dice) are 1-10? It's not like it would be any more OP than the Triple Dice or Plus 10 Card.

(3 edits)

So on the Kitchen stage, it's possible for the one of the items the Chef asks to be an item that's turned off from the item toggle. For instance, after I gave him a Double Dice, the new item he wanted was a Mega Mushroom, despite the fact that I had Mega Mushrooms turned off. This seems like an oversight.

Otherwise, I think this board is greatly improved on, having a much better layout than before.

(1 edit)

I found two instances of the game softlocking itself that should be looked at and fixed.

- If you have status effect overriding off and a CPU decides to use an item on another CPU (i.e. Poison Shroom or Reverse Shroom), for some reason the CPU with the item effect will just stand there and do nothing, never rolling their die.

- On Clockwork Castle, it's possible for the Star to move to the starting area and just stay there, never ending the turn.