There are no flies in the PEPE frog game yet, and you cannot insert your own too yet. π€π€―
I think the game should allow ranged frogs to attack at the front row, though with penalties like half speed and damage. π€π
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There are no flies in the PEPE frog game yet, and you cannot insert your own too yet. π€π€―
I think the game should allow ranged frogs to attack at the front row, though with penalties like half speed and damage. π€π
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I agree with a possible halving of such stats. We can explore how this may effect and be implemented.
I wonder how many turns a Level 1 Common Regular Xylon the melee frog will take to defeat a Level 8 Legendary Gold Yarrow the ranged frog at full Health and Armor on a one-on-one battle with the current mechanics of your game. π€πΈπ€―π !LUV !DIY
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Then we should petition Kenny to add flies to the game to help keep our very busy frogs happy!
Yes, it should allow such a placement, but ouch! π π π β¨ π€
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Maybe the frog game will have a tokenized version of flies which may be named FLY or something similar. π€π€―
The game should have a "last resort" option for Yarrow the ranged frog to still be useful when forced to be on the front. π€―π
It should. We can think on this idea.
I would stick with the idea of "half damage, half speed" or "quarter damage, same speed" handicap whenever Yarrow the ranged frog is forced to be at the front. π€π€ !LUV !DIY
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I like that idea, and it does seem rather appropriate!
Haha...a last-resort option! Regardless of what it's called, I think that any card should be able to be used in any position. π π π β¨ π€
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This may be an idea to consider as some kind of game design flow document is made to ensure a good balance.
Yes, indeed, keeping a good flow and balance to the game is very important for sure! A game-flow document is a good idea I'd say. πππβ¨π€
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Yes, want to go a whole game design flow write up. Matter of time, resources, and understanding everything and positioning it all to look at in relation to game mechanics and also economy. We have a ways to go and lots of potential.
That all sounds good to me, and I look forward to seeing how it all unfolds over time. A ways to with lots of potential is a great place to be! π π π β¨ π€
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However, adding many tokens to the PEPE frog game might make it too complicated. π€π€―
Do you also mean that Xylon the melee frog should also be able to attack away from the front? π€―π
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On one hand yes. Maybe some that are functional. Some games have a variety of tokens while adhering to a particular purpose. For example the next introduction will be the of "gems" granting +X to stats. These have been used and tested in the previous sister Meta Robots game. !BBH !DIY !DOOK
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I might test the #MetaRobots game too, though I already had a hard time finding powerful Zander the magic frog cards on your game and climbing the Level leaderboard as well as the Volt Power leaderboard. π€π€―π !DIY
MetaRobots is moar basic without the adventure aspect. You'll just need some cards and battle by level. Have many robot and frog cards I can trade with you too. !BBH !DIYY !DOOK
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Perhaps, but each token could fulfill a unique purpose in the game.
Yep, every type of card in any spot. Melee should be able to go in the back, but that doesn't necessarily mean that such a placement would be very effective or useful. Only allowing certain card types in certain positions is kind of like game guard rails. Some people like myself don't like guard rails...lol! π π π β¨ π€
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While there are !INDEED advantages to having many tokens on a single game (or app in general), the drawbacks would likely outweigh those advantages. π€π€―
I know that any frog can be used at any position, though what I mean is that frogs should at least be able to do something when at a position that is unfavorable for their attack (such as Xylon the melee frog at the back position or Yarrow the ranged frog at the front position). π€―π
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Good points to consider going forward to adjust the game design.
That may be true. I haven't fully explored the possible ramifications of multiple tokens in a game or app yet.
Ah, yes, I like that idea. A primary and secondary skill for each class, depending on placement. Perhaps, @kenny-crane might be interested in it. π π π β¨ π€
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Guard rails may make since in the form of game mechanics for (better) game flow. Such as cards in relation to attacking ability positions. !BBH !DIY !DOOK
Yep, I get it, and it makes sense. This is where secondary abilities could come into the picture, to be used outside of the primary position. π π π β¨ π€
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Yes, such as "gems" that will give stats +X.
Yep, I like the gem idea, and I look forward to getting some to try out! π π π β¨ π€
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