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wyldmage

4
Posts
102
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A member registered Apr 27, 2019

Recent community posts

Okay thanks.  The wording on it could use a bit of improvement to help make that clear. 

"The higher it is, the less experience it will take to unlock a new class, until the soft limit"

Could become

"The higher it is, the more classes you can gain before the cost increases significantly"

As it is now, it sounds like the first class (or 2nd/3rd) should be cheaper for someone with high growth.  But you don't see a difference until the 4th-8th classes

Thanks for clarifying though.

0.6.1a:  Growth doesn't seem to do anything.  Whether it is growth 1 or growth 6, it takes 100 for first class, 150 for second, and 200 for third. 

(Or I'm misunderstanding how growth is working)

I'm then confused how I see it so much.  Because the frequency it occurs would indicate zero repurcussions

That said, I can also see the math that this delay on the timer doesn't work.  If you have a 20% chance per game of being imposter....

Game 1: 20% chance.  If not, you leave (80%).

Game 2: 20% chance.  If not, you leave (64%)

Game 3: 20% chance.  If not, you leave (51.2%)

Based on that, a habitual leaver will get imposter before the timer kicks in basically 50% of the time.  They'll then play through the game, and reset? their timer, allowing them to repeat

And the other 50% of the time, they just go play other games instead, having ruined 3 games for up to 9 other players each.

There shouldn't be a "3 game" trigger.  It should occur the first time you leave, period.  You're free to rejoin the game you left, but otherwise you have to wait for it to finish.

(1 edit)

I absolutely agree with this.  Especially because its just one more thing that can be lied about.

"I was in electrical with Red, and the bar didn't go up when he finished."

Red was ejected.  Pink laughs maniacally, having just murdered Purple in medbay before "watching" Red in electrical.

-----

I'd love if the bar only updated every 10 seconds, or otherwise was delayed info.

The other feature I most want to see is some punishment for leaving games.  Basically, if you start a game, your lobby LOCKS to that game, and until the game is done, you can't join a new one.  No more of these game-hoppers hunting for an imposter role.

Organized games are great, but joining public at random is a constant frustration of 1-3 people leaving each match (less than 10% of public games have 0 leavers from my experience).