Game Concept Thread

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Re: Game Concept Thread

Postby MECHDRAGON777 » Wed Jun 06, 2018 9:45 pm

GforGoomba wrote:
Wed Jun 06, 2018 9:27 pm
GforGoomba wrote:
Wed Jun 06, 2018 9:06 pm
M??: Ganging Up v1.5
The frightening town of Salem, Italy never sees the last of the Mafia, the Cult and the Fire Gang.

Mafia
Godfather is the leader of the Mafia. Collaborates with the other members for a nightkill.
Bartender is the cheif-in-command. Can open 1 loot crate ONLY.
Roleblocker can block any role each night.
Framer can paint 1 townie red each night. Takes effect the following day.

Town Specials
Sheriff can inspect 1 player each phase.
Doctor can heal 1 player each night.
Vigilante can nightkill 1 player.
Jailor can throw 1 player in jail each night, disabling their ability to vote.
Persuasive can convert 1 Cultist into a Millmasked each night.
Firefighter can bring a burnt player back to life each night.

Townies
Ugly Sweater can open 1 loot crate ONLY.
Townie
Townie
Townie
Townie
Miller
Mason 1 and its twin know each other.
Mason 2 and its twin know each other.
Millwright

Cult
Cult Leader is the leader of the Kult. Decides collaboratively who to invite. Can open 1 loot crate ONLY.
Cultist is a member of the Kult.

Fire Gang
El Líder can douse a player in gasoline each night.
El Heredero can burn 1 doused player each night. Can open 1 loot crate ONLY.

Loot Crates
The player discovers the identity of a player on the opposite team.
The player becomes immune to nightkills the following night.
The player's lynch votes count as triple the following day.
The player's identity is revealed to the opposing team.
The player's entire team will be roleblocked that night.
Updated.
MECHDRAGON777 wrote: Besides that Cultists are usually Purple, and the corresponding miller for them are usually Masons (two purple townies who know each other.) it looks interesting. (A Blue Mafia member is called a Bartender.) I think the Town Special count is a bit too high and Godfather+Bartender is overpowered. Also, having a Cult + Arsonist group is a bit much. I also do not like the Loot Crates as a concept that much. Also, the Consort and Painter seem to be even more overkill for the Mafia. No to mention this game has 24 players (which I made a 26 player game and that was overkill.) 18-20 seems to be the max.
I am sorry if this seems too overkill for you. And about the Loot Crates, I thought you like M49 with the piñatas...
You used the Powerful Special color and not the Cultist color, but besides that, still to hectic with a Third Party and a Cultists and six specials.
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Re: Game Concept Thread

Postby GforGoomba » Wed Jun 06, 2018 9:50 pm

GforGoomba wrote:
GforGoomba wrote:
Wed Jun 06, 2018 9:06 pm
M??: Ganging Up v1.6
The frightening town of Salem, Italy never sees the last of the Mafia, the Cult and the Fire Gang.

Mafia
Godfather is the leader of the Mafia. Collaborates with the other members for a nightkill.
Bartender is the cheif-in-command. Can open 1 loot crate ONLY.
Roleblocker can block any role each night.
Framer can paint 1 townie red each night. Takes effect the following day.

Town Specials
Sheriff can inspect 1 player each phase.
Doctor can heal 1 player each night.
Vigilante can nightkill 1 player.
Jailor can throw 1 player in jail each night, disabling their ability to vote.
Persuasive can convert 1 Cultist into a Millmasked each night.
Firefighter can bring a burnt player back to life each night.

Townies
Ugly Sweater can open 1 loot crate ONLY.
Townie
Townie
Townie
Townie
Miller
Mason 1 and its twin know each other.
Mason 2 and its twin know each other.
Millwright

Cult
Cult Leader is the leader of the Kult. Decides collaboratively who to invite. Can open 1 loot crate ONLY.
Cultist is a member of the Kult.

Fire Gang
El Líder can douse a player in gasoline each night.
El Heredero can burn 1 doused player each night. Can open 1 loot crate ONLY.

Loot Crates
The player discovers the identity of a player on the opposite team.
The player becomes immune to nightkills the following night.
The player's lynch votes count as triple the following day.
The player's identity is revealed to the opposing team.
The player's entire team will be roleblocked that night.
Updated.
MECHDRAGON777 wrote: Besides that Cultists are usually Purple, and the corresponding miller for them are usually Masons (two purple townies who know each other.) it looks interesting. (A Blue Mafia member is called a Bartender.) I think the Town Special count is a bit too high and Godfather+Bartender is overpowered. Also, having a Cult + Arsonist group is a bit much. I also do not like the Loot Crates as a concept that much. Also, the Consort and Painter seem to be even more overkill for the Mafia. No to mention this game has 24 players (which I made a 26 player game and that was overkill.) 18-20 seems to be the max.
I am sorry if this seems too overkill for you. And about the Loot Crates, I thought you like M49 with the piñatas...
Updated.
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Re: Game Concept Thread

Postby 116taj » Wed Jun 06, 2018 10:39 pm

GforGoomba wrote:
Wed Jun 06, 2018 9:27 pm
GforGoomba wrote:
Wed Jun 06, 2018 9:06 pm
M??: Ganging Up v1.5
The frightening town of Salem, Italy never sees the last of the Mafia, the Cult and the Fire Gang.

Mafia
Godfather is the leader of the Mafia. Collaborates with the other members for a nightkill.
Bartender is the cheif-in-command. Can open 1 loot crate ONLY.
Roleblocker can block any role each night.
Framer can paint 1 townie red each night. Takes effect the following day.

Town Specials
Sheriff can inspect 1 player each phase.
Doctor can heal 1 player each night.
Vigilante can nightkill 1 player.
Jailor can throw 1 player in jail each night, disabling their ability to vote.
Persuasive can convert 1 Cultist into a Millmasked each night.
Firefighter can bring a burnt player back to life each night.

Townies
Ugly Sweater can open 1 loot crate ONLY.
Townie
Townie
Townie
Townie
Miller
Mason 1 and its twin know each other.
Mason 2 and its twin know each other.
Millwright

Cult
Cult Leader is the leader of the Kult. Decides collaboratively who to invite. Can open 1 loot crate ONLY.
Cultist is a member of the Kult.

Fire Gang
El Líder can douse a player in gasoline each night.
El Heredero can burn 1 doused player each night. Can open 1 loot crate ONLY.

Loot Crates
The player discovers the identity of a player on the opposite team.
The player becomes immune to nightkills the following night.
The player's lynch votes count as triple the following day.
The player's identity is revealed to the opposing team.
The player's entire team will be roleblocked that night.
Updated.
MECHDRAGON777 wrote: Besides that Cultists are usually Purple, and the corresponding miller for them are usually Masons (two purple townies who know each other.) it looks interesting. (A Blue Mafia member is called a Bartender.) I think the Town Special count is a bit too high and Godfather+Bartender is overpowered. Also, having a Cult + Arsonist group is a bit much. I also do not like the Loot Crates as a concept that much. Also, the Consort and Painter seem to be even more overkill for the Mafia. No to mention this game has 24 players (which I made a 26 player game and that was overkill.) 18-20 seems to be the max.
I am sorry if this seems too overkill for you. And about the Loot Crates, I thought you like M49 with the piñatas...
RNG is a terrible mafia mechanic since mafia is more of a strategy game. Just look at your effects. A TP literally one kill away from the win could get screwed by it's identity being given away even if they played way better than everyone else and deserved the win. And like mech said a 4 team game is a bit too much. The arsonist team is screwed if one of them dies since they won't be able to douse/burn anymore. No one here is a huge fan of cults either as I don't ever see them in games so you could get rid of three players right there. For the mafia, a painter with unlimited uses is way too overpowered. There should only be one pro town scum color instead of two. You have a revive role with the firefighter, and those are currently banned so you'll have to get rid of that too, plus without the cult you won't need the persuasive either. Your jailor looks like it's also a silencer which is not a good pro town role. Seems fine other than that but I think I just destroyed the point of the game
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Re: Game Concept Thread

Postby Radiance » Sat Jun 09, 2018 8:40 pm

M??: Peak of Democracy
Credits to SSX for the title

Cardflip
16 players

Mafia:

Godfather is the leader of Mafia. Color green shows up when inspected and when killed. His vote counts as three.
Consort can roleblock a player at night.
Doublespeaker will vote privately. His vote will be sent to the host.

Town:

Sheriff can inspect a player at night to know his color.
Confused Copper can inspect a player at night to know his color but the color given by the host is random. Knows that he's a sheriff.
Doctor can protect a person at night.
Vigilante can kill a person at night but will turn into red when killed an innocent.
Mime can vote but his vote doesn't count. Knows that he's a mime.
Townsperson
Townsperson
Townsperson
Doublevoter
knows that he's a doublevoter.
Doublevoter
Miller doesn't know that he's a miller
Millwright doesn't know that he's a millwright.

Third Party:
Jester wins by getting lynched.

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Re: Game Concept Thread

Postby Eclipsed » Sun Jun 10, 2018 2:08 am

Radiance wrote:
Sat Jun 09, 2018 8:40 pm
M??: Peak of Democracy
Credits to SSX for the title

Cardflip
16 players

Mafia:

Godfather is the leader of Mafia. Color green shows up when inspected and when killed. His vote counts as three.
Consort can roleblock a player at night.
Doublespeaker will vote privately. His vote will be sent to the host.

Town:

Sheriff can inspect a player at night to know his color.
Confused Copper can inspect a player at night to know his color but the color given by the host is random. Knows that he's a sheriff.
Doctor can protect a person at night.
Vigilante can kill a person at night but will turn into red when killed an innocent.
Mime can vote but his vote doesn't count. Knows that he's a mime.
Townsperson
Townsperson
Townsperson
Doublevoter
knows that he's a doublevoter.
Doublevoter
Miller doesn't know that he's a miller
Millwright doesn't know that he's a millwright.

Third Party:
Jester wins by getting lynched.
This game seems fine to me as there are two townspeople who can have more votes and godfather can imitate them and looks like its a simple game but does some experimentation with vote counts, which is one that I'd be up to play.
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Re: Game Concept Thread

Postby Radiance » Mon Jun 11, 2018 5:47 am

M??: Word of the Day
18 players
Cardflip

Mafia:
Disguiser can choose if he'll be green or blue when inspected and killed at the start of the game.
Consort can roleblock a player at night.
Spy can learn the color of the player for three times at night.
Strongman can kill a player with or without protection for two times. His target must not be the same with the group's target.

Town:
Sheriff can learn a player's color at night.
Deputy replaces the sheriff once the sheriff is killed.
Doctor can protect a player each night and can self-protect twice.
Commuting Nurse goes to another town every night avoiding any actions done to it at night. Can't speak during night phase since it leaves the town. Becomes the doctor and will stop commuting once the doctor is killed.
Townsperson
Townsperson
Townsperson
Townsperson
Townsperson
Commuter
leaves the town at night. Can't speak during night phase since it leaves the town. All actions at night targeted to it will fail.
Saboteur can choose a vase to destroy at night for three times but having a red color due to its actions in the past. The condition in the destroyed vase will be already discarded.
Eavesdropper may know the condition of the chosen word 6 times or the exact chosen word 2 times but his knowledge about the chosen word makes him suspicious.

Third Party:
Logophile can choose a word at least 6 letters long with a specific condition every night. The first person to say the word will be killed after the night phase. The chosen word will take effect in the next day and night phase. The specific condition can be acquired by smashing a vase. In-game terminologies are banned. If killed, the chosen word will stay cursed until at the end of the game.
Potter is required to smash a vase every night to see what is the specific condition. If killed, the condition of the word will not change anymore. If the logophile is killed before the potter, the potter will die as well.

Vases:
  • The word must be an adjective.
  • The word must be a verb.
  • The word must be a noun.
  • The word must be a 15-letter word.
  • The word must be a compound word.
  • The word must start with a consonant.
  • The word must start with a vowel.
  • The word must have a prefix.
  • The word must have a suffix.
  • The word must be a pronoun.
  • The word must be 10-letter word.
  • The word could be anything at least 6 letters.


Win conditions:
Mafia must outnumber or equal the town and have the logophile killed.
Town must eliminate all mafia members and have the logophile killed.
Third Party steals the win if the logophile survived at the end of the game or if all the vases are already smashed.
Last edited by Radiance on Mon Jun 11, 2018 7:32 pm, edited 1 time in total.

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Re: Game Concept Thread

Postby GforGoomba » Mon Jun 11, 2018 5:59 am

Radiance wrote:
Mon Jun 11, 2018 5:47 am
M??: Word of the Day
18 players
Cardflip

Mafia:
Disguiser can choose if he'll be green or blue when inspected and killed at the start of the game.
Consort can roleblock a player at night.
Spy can learn the exact player's role for three times at night.
Strongman can kill a player with or without protection for three times. His target must not be the same with the group's target.

Town:
Sheriff can learn a player's color at night.
Deputy replaces the sheriff once the sheriff is killed.
Doctor can protect a player each night and can self-protect twice.
Commuting Nurse goes to another town every night avoiding any actions done to it at night. Can't speak during night phase since it leaves the town. Becomes the doctor and will stop commuting once the doctor is killed.
Townsperson
Townsperson
Townsperson
Townsperson
Townsperson
Commuter
leaves the town at night. Can't speak during night phase since it leaves the town. All actions at night targeted to it will fail.
Saboteur can choose a vase to destroy at night but having a red color due to its actions in the past. The condition in the destroyed vase will be already discarded.
Eavesdropper may know the condition of the chosen word 6 times or the exact chosen word 2 times but his knowledge about the chosen word makes him suspicious.

Third Party:
Logophile can choose a word at least 6 letters long with a specific condition every night. The first person to say the word will be killed after the night phase. The chosen word will take effect in the next day and night phase. The specific condition can be acquired by smashing a vase. In-game terminologies are banned. If killed, the chosen word will stay cursed until at the end of the game.
Potter is required to smash a vase every night to see what is the specific condition. If killed, the condition of the word will not change anymore. If the logophile is killed before the potter, the potter will die as well.

Vases:
  • The word must be an adjective.
  • The word must be a verb.
  • The word must be a noun.
  • The word must be a 15-letter word.
  • The word must be a compound word.
  • The word must start with a consonant.
  • The word must start with a vowel.
  • The word must have a prefix.
  • The word must have a suffix.
  • The word must be a pronoun.
  • The word must be 10-letter word.
  • The word could be anything at least 6 letters.


Win conditions:
Mafia must outnumber or equal the town and have the logophile killed.
Town must eliminate all mafia members and have the logophile killed.
Third Party steals the win if the logophile survived at the end of the game or if all the vases are already smashed.
Mech won't like this.
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Re: Game Concept Thread

Postby Radiance » Mon Jun 11, 2018 6:39 am

GforGoomba wrote:
Mon Jun 11, 2018 5:59 am
Radiance wrote:
Mon Jun 11, 2018 5:47 am
M??: Word of the Day
18 players
Cardflip

Mafia:
Disguiser can choose if he'll be green or blue when inspected and killed at the start of the game.
Consort can roleblock a player at night.
Spy can learn the exact player's role for three times at night.
Strongman can kill a player with or without protection for three times. His target must not be the same with the group's target.

Town:
Sheriff can learn a player's color at night.
Deputy replaces the sheriff once the sheriff is killed.
Doctor can protect a player each night and can self-protect twice.
Commuting Nurse goes to another town every night avoiding any actions done to it at night. Can't speak during night phase since it leaves the town. Becomes the doctor and will stop commuting once the doctor is killed.
Townsperson
Townsperson
Townsperson
Townsperson
Townsperson
Commuter
leaves the town at night. Can't speak during night phase since it leaves the town. All actions at night targeted to it will fail.
Saboteur can choose a vase to destroy at night but having a red color due to its actions in the past. The condition in the destroyed vase will be already discarded.
Eavesdropper may know the condition of the chosen word 6 times or the exact chosen word 2 times but his knowledge about the chosen word makes him suspicious.

Third Party:
Logophile can choose a word at least 6 letters long with a specific condition every night. The first person to say the word will be killed after the night phase. The chosen word will take effect in the next day and night phase. The specific condition can be acquired by smashing a vase. In-game terminologies are banned. If killed, the chosen word will stay cursed until at the end of the game.
Potter is required to smash a vase every night to see what is the specific condition. If killed, the condition of the word will not change anymore. If the logophile is killed before the potter, the potter will die as well.

Vases:
  • The word must be an adjective.
  • The word must be a verb.
  • The word must be a noun.
  • The word must be a 15-letter word.
  • The word must be a compound word.
  • The word must start with a consonant.
  • The word must start with a vowel.
  • The word must have a prefix.
  • The word must have a suffix.
  • The word must be a pronoun.
  • The word must be 10-letter word.
  • The word could be anything at least 6 letters.


Win conditions:
Mafia must outnumber or equal the town and have the logophile killed.
Town must eliminate all mafia members and have the logophile killed.
Third Party steals the win if the logophile survived at the end of the game or if all the vases are already smashed.
Mech won't like this.
Why

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Re: Game Concept Thread

Postby Eclipsed » Mon Jun 11, 2018 9:43 am

Radiance wrote:
Mon Jun 11, 2018 5:47 am
M??: Word of the Day
18 players
Cardflip

Mafia:
Disguiser can choose if he'll be green or blue when inspected and killed at the start of the game.
Consort can roleblock a player at night.
Spy can learn the exact player's role for three times at night.
Strongman can kill a player with or without protection for three times. His target must not be the same with the group's target.

Town:
Sheriff can learn a player's color at night.
Deputy replaces the sheriff once the sheriff is killed.
Doctor can protect a player each night and can self-protect twice.
Commuting Nurse goes to another town every night avoiding any actions done to it at night. Can't speak during night phase since it leaves the town. Becomes the doctor and will stop commuting once the doctor is killed.
Townsperson
Townsperson
Townsperson
Townsperson
Townsperson
Commuter
leaves the town at night. Can't speak during night phase since it leaves the town. All actions at night targeted to it will fail.
Saboteur can choose a vase to destroy at night but having a red color due to its actions in the past. The condition in the destroyed vase will be already discarded.
Eavesdropper may know the condition of the chosen word 6 times or the exact chosen word 2 times but his knowledge about the chosen word makes him suspicious.

Third Party:
Logophile can choose a word at least 6 letters long with a specific condition every night. The first person to say the word will be killed after the night phase. The chosen word will take effect in the next day and night phase. The specific condition can be acquired by smashing a vase. In-game terminologies are banned. If killed, the chosen word will stay cursed until at the end of the game.
Potter is required to smash a vase every night to see what is the specific condition. If killed, the condition of the word will not change anymore. If the logophile is killed before the potter, the potter will die as well.

Vases:
  • The word must be an adjective.
  • The word must be a verb.
  • The word must be a noun.
  • The word must be a 15-letter word.
  • The word must be a compound word.
  • The word must start with a consonant.
  • The word must start with a vowel.
  • The word must have a prefix.
  • The word must have a suffix.
  • The word must be a pronoun.
  • The word must be 10-letter word.
  • The word could be anything at least 6 letters.


Win conditions:
Mafia must outnumber or equal the town and have the logophile killed.
Town must eliminate all mafia members and have the logophile killed.
Third Party steals the win if the logophile survived at the end of the game or if all the vases are already smashed.
It isn't exactly clear why smashing a base with the saboteur would be useful as one of the third party's win condition is to smash all the vases. Furthermore what exactly does discarding a condition mean. Does it just encompass the definition, they can't use a word of that type anymore? Commuting Nurse is kind of really easy to figure out since they cannot speak at night. Furthermore, it is not clear what leaving town exactly does. Does it just mean that no actions will take affect on the player who has the role each night. If so, this role becomes absolutely broken and can stagnate the game if they become confirmed since mafia cannot kill/roleblock the nurse. If not, why not just roleblock and use strongman on the nurse the instant you see the person. It's not fun to play as when it essentially slates the person who receives the role for death. The strongman is way too overpowered in this game. Essentially usually roles like this you want to save up but since the role has so many of them, there's no reason not to choose a 2nd kill target night 1 or night 1 and night 2. The amount of times this role can perform his action needs to be decreased.
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Re: Game Concept Thread

Postby GforGoomba » Mon Jun 11, 2018 2:56 pm

Radiance wrote:
Mon Jun 11, 2018 6:39 am
GforGoomba wrote:
Mon Jun 11, 2018 5:59 am
Radiance wrote:
Mon Jun 11, 2018 5:47 am
M??: Word of the Day
18 players
Cardflip

Mafia:
Disguiser can choose if he'll be green or blue when inspected and killed at the start of the game.
Consort can roleblock a player at night.
Spy can learn the exact player's role for three times at night.
Strongman can kill a player with or without protection for three times. His target must not be the same with the group's target.

Town:
Sheriff can learn a player's color at night.
Deputy replaces the sheriff once the sheriff is killed.
Doctor can protect a player each night and can self-protect twice.
Commuting Nurse goes to another town every night avoiding any actions done to it at night. Can't speak during night phase since it leaves the town. Becomes the doctor and will stop commuting once the doctor is killed.
Townsperson
Townsperson
Townsperson
Townsperson
Townsperson
Commuter
leaves the town at night. Can't speak during night phase since it leaves the town. All actions at night targeted to it will fail.
Saboteur can choose a vase to destroy at night but having a red color due to its actions in the past. The condition in the destroyed vase will be already discarded.
Eavesdropper may know the condition of the chosen word 6 times or the exact chosen word 2 times but his knowledge about the chosen word makes him suspicious.

Third Party:
Logophile can choose a word at least 6 letters long with a specific condition every night. The first person to say the word will be killed after the night phase. The chosen word will take effect in the next day and night phase. The specific condition can be acquired by smashing a vase. In-game terminologies are banned. If killed, the chosen word will stay cursed until at the end of the game.
Potter is required to smash a vase every night to see what is the specific condition. If killed, the condition of the word will not change anymore. If the logophile is killed before the potter, the potter will die as well.

Vases:
  • The word must be an adjective.
  • The word must be a verb.
  • The word must be a noun.
  • The word must be a 15-letter word.
  • The word must be a compound word.
  • The word must start with a consonant.
  • The word must start with a vowel.
  • The word must have a prefix.
  • The word must have a suffix.
  • The word must be a pronoun.
  • The word must be 10-letter word.
  • The word could be anything at least 6 letters.


Win conditions:
Mafia must outnumber or equal the town and have the logophile killed.
Town must eliminate all mafia members and have the logophile killed.
Third Party steals the win if the logophile survived at the end of the game or if all the vases are already smashed.
Mech won't like this.
Why
Mech does not liek RNG
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Re: Game Concept Thread

Postby Radiance » Mon Jun 11, 2018 7:30 pm

Eclipsed wrote:
Mon Jun 11, 2018 9:43 am
Radiance wrote:
Mon Jun 11, 2018 5:47 am
M??: Word of the Day
18 players
Cardflip

Mafia:
Disguiser can choose if he'll be green or blue when inspected and killed at the start of the game.
Consort can roleblock a player at night.
Spy can learn the exact player's role for three times at night.
Strongman can kill a player with or without protection for three times. His target must not be the same with the group's target.

Town:
Sheriff can learn a player's color at night.
Deputy replaces the sheriff once the sheriff is killed.
Doctor can protect a player each night and can self-protect twice.
Commuting Nurse goes to another town every night avoiding any actions done to it at night. Can't speak during night phase since it leaves the town. Becomes the doctor and will stop commuting once the doctor is killed.
Townsperson
Townsperson
Townsperson
Townsperson
Townsperson
Commuter
leaves the town at night. Can't speak during night phase since it leaves the town. All actions at night targeted to it will fail.
Saboteur can choose a vase to destroy at night but having a red color due to its actions in the past. The condition in the destroyed vase will be already discarded.
Eavesdropper may know the condition of the chosen word 6 times or the exact chosen word 2 times but his knowledge about the chosen word makes him suspicious.

Third Party:
Logophile can choose a word at least 6 letters long with a specific condition every night. The first person to say the word will be killed after the night phase. The chosen word will take effect in the next day and night phase. The specific condition can be acquired by smashing a vase. In-game terminologies are banned. If killed, the chosen word will stay cursed until at the end of the game.
Potter is required to smash a vase every night to see what is the specific condition. If killed, the condition of the word will not change anymore. If the logophile is killed before the potter, the potter will die as well.

Vases:
  • The word must be an adjective.
  • The word must be a verb.
  • The word must be a noun.
  • The word must be a 15-letter word.
  • The word must be a compound word.
  • The word must start with a consonant.
  • The word must start with a vowel.
  • The word must have a prefix.
  • The word must have a suffix.
  • The word must be a pronoun.
  • The word must be 10-letter word.
  • The word could be anything at least 6 letters.


Win conditions:
Mafia must outnumber or equal the town and have the logophile killed.
Town must eliminate all mafia members and have the logophile killed.
Third Party steals the win if the logophile survived at the end of the game or if all the vases are already smashed.
It isn't exactly clear why smashing a base with the saboteur would be useful as one of the third party's win condition is to smash all the vases. Furthermore what exactly does discarding a condition mean. Does it just encompass the definition, they can't use a word of that type anymore? Commuting Nurse is kind of really easy to figure out since they cannot speak at night. Furthermore, it is not clear what leaving town exactly does. Does it just mean that no actions will take affect on the player who has the role each night. If so, this role becomes absolutely broken and can stagnate the game if they become confirmed since mafia cannot kill/roleblock the nurse. If not, why not just roleblock and use strongman on the nurse the instant you see the person. It's not fun to play as when it essentially slates the person who receives the role for death. The strongman is way too overpowered in this game. Essentially usually roles like this you want to save up but since the role has so many of them, there's no reason not to choose a 2nd kill target night 1 or night 1 and night 2. The amount of times this role can perform his action needs to be decreased.
I might either give the saboteur three times to destroy vases or change the win condition of the Third Party.

Discarding a condition means the logophile can't choose a word with that definition.

That's why I added another commuter although I might change the color of the commuting nurse into green and make the spy only learn the color of their target. All actions done to the commuters will fail.

I'll change the strongman's kill action into 2.

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Re: Game Concept Thread

Postby MECHDRAGON777 » Mon Jun 11, 2018 11:19 pm

GforGoomba wrote:
Mon Jun 11, 2018 2:56 pm
Radiance wrote:
Mon Jun 11, 2018 6:39 am
GforGoomba wrote:
Mon Jun 11, 2018 5:59 am


Mech won't like this.
Why
Mech does not liek RNG
Only thing that should be RNG based in a Mafia game is a Knife in the Box. Any other RNG does not really bode to well.
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Re: Game Concept Thread

Postby Mosaic » Wed Jun 20, 2018 4:42 pm

M??: Slicky Slimes

18 Players
Cardflip/Roleflip
New “Merging” Mechanic
Role Usage is Optional
Every Can Visit

Merging Mechanic
the way that this mechanic works is that if two people(or slimes in this cause) visit one another on the same night, then for one day and night phase, each thing that they do will tie together, meaning that if one were killed in this time period, both die, if one has an ability used on them, both would, however, inspection, lookout watching, and votes aren't shared.

So there was, like one time a slime village, it was peaceful most of time, but then one day, serveal other slimes decided that they want to take the village for themselves, the like, umm, village has to like, find them one by one before they all become nothing but slimy substance on the ground. Oh yeah, and sludge monster or something decides that it should all be ended.

The Bad Slimes
When deciding who to kill, they’ll need to decide who’ll visit that player to do it.
The Big Bad Slime: immune to nightkills. if someone merges with them, the other's identity will be blacked out if they get lynched in this time period, however, whoever their merged with will be nightkill immune until this period ends.
Prickly Slime: They can’t be merged with as they are prickly all over and anyone that visits them will have their vote nullfied next day phase.
Magic Slime: If two slimes are merged they can target them to separate them or merge them with a different slime, or they choose to force two slimes to merge together.
Gray n’ Sneaky Slime: They can each night choose to either inspect a slime to learn their color or watch a slime to learn who visited them.

The Slime Village
Investigative Slime: They can inspect a player each night to learn their color, they’ll also learn the color of anyone who visits them.
Chilling Slime: They can harden a slime's form each night to prevent them from being merged that night.
Protective Slime: Can protect someone from nightkills each night but will always merge with them excluding the Prickly Slime, Firey Slime, and Sludge Monster.
Psychic Slime: They are able to twice in the game make cardflips for the next day and night phase roleflips instead. They also can also check a player each night to see if their merged and if so with who.
Firey Slime: they can either kill a player or go on alert each night, only being able to do the latter twice. can't merge with other slimes.
Slippery Slime: This slime has a more slippery slick body than an average slime, making them immune to nightkills. Thinks their a regular slime.
Regular Slime: Your average green slime blob creature
Regular Slime
Regular Slime
Regular Slime
Regular Slime
Red Slime
Purple Slime

Independent
Sludge Monster: immune to nightkills and can't merge with slimes. Can kill a player each night, and upon killing them will gain their ability and are able to gain up to 3 abilities. They can use one of the abilities they obtain each night along with their regular nightkill. However can only use one in a night.
Sludge Monster Abilites: show
Prickly Slime = Nullifies all visitors' votes
Magic Slime = Can merge, unmerge, or change the merging of two slimes each night.
Gray Sneaky Slime = Watch a player each night to learn who visited them.
Investigative Slime = Inspect a player each night to learn their color
Chilling Slime = Prevent a player from being merged each night
Protective Slime = Paint a player black next day phase and upon inspection that night.
Psychic Slime = Learn if someone is merged and if so with who each night.
Firey Slime = An extra kill the next night(one time)

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Re: Game Concept Thread

Postby 116taj » Wed Jun 20, 2018 10:52 pm

Mafia: Economy Insanity
first attempt at a somewhat lore based game using items and a shop mechanic
The land of mafia has recently gone through an economic crisis, the currency has crashed and riots are everywhere. The mayor decides the currency will paper slips signed by him, and only this will be valid due to the inflation from before. A local mafia that no one cares about decides with the crisis putting everyone out of a job, it is time for them to finally take over. They think it will be easily thanks to the traitorous treasurer that has caused the crisis. However, the town realizes a communist from the farlands has been making propaganda to convert to communism. The shopkeeper looks a little less friendly as well... Who will take over and who will fall?

Mafia/size]
Godfather
The leader of the mafia decided to buy lots of green paint before the crash. Now he cardflips green upon inspection and death.
Treasurer
The man behind this entire crisis. Can give any player a counterfeit paper slip that upon usage, reveals the role of the user to the treasurer. This paper slip will replace the one given by the mayor or printing press
Pickpocket
Great at stealing items even though they just started to exist. Every night can take rob someone of one of their items. In the case of having multiple items, the lowest value item will be stolen.
Money Launderer
Expert at hiding their money. The amount of money will be omitted from the tax collectors audit and will not have to give money either.

Town
Mayor
As long as the mayor is alive, he can continue to create money. Distributes one paper slip to everyone every night unless he says otherwise.
Tax Collector
Once in the entire game, can tax all alive players taking one paper slip and returning it to the place it belongs: the fire. He will also learn the amount of paper slips everyone has after he burns one.
Purifier
Can purify one item in the shop, making it immune to the shopkeeper's rigs for that set of items.
Sales Bot
A bot created by a foreign hacker. Can choose to reduce the price of one item by 50% during the night.
Sheriff
The regular old sheriff was one of the only people to actually keep their job. Can inspect a player to find out their colour.
Lumberjack
Chops wood to get the wood required to make paper. Alternatively, can use his axe to kill a player however 50% of players will not receive paper slips die to lack of paper.
Millionare
In paper slips of course. Gets an additional 2 paper slips.
Townie
Gets one very valuable paper slip
Townie
Townie
Townie
Townie
Money Hater
Aware of their identity and immune to nightkills. Does not receive paper slips from the mayor.
Miller
Millwright

The Other Guys
- Kill the town and mafia
- Win together but do not know who the other is

Shopkeeper
The second traitor. He took the only shop in town and is now rigging the items with traps! Can choose 5 items from his inventory to put on sale. he chooses at night, but you can only buy items during the day. Prices are predetermined. Rigs one item so when it is bought, it will explode when used. Immune to nightkills. Must use all 10 items after three days or he dies.

Communist
Can convert a player to communism every night, meaning they cannot obtain anymore paper slips. The items they buy will instantly go to the communist for their use. Immune to nightkills.
items: show
Items can be bought an infinite amount of times
Armor Vest - 2 paper - Can be used during the night to prevent nightkills
Dummy - 2 paper - Can be used as a decoy to prevent being lynched
Message - 1 paper - Send an anonymous message at the start of the night/day
Gun - 3 paper - Can kill a player
Ammo Refill - 2 paper - If you already have a gun, use this to be able to kill again
Vote Doubler - 1 paper Doubles your vote for the next day phase
Investment - 1 paper - Feeling lucky? 35% chance of gaining 1 paper, 10% of no profit, 5% chance of 2 paper gain, 50% of losing it
Buzzer - 1 paper - Roleblock a player
Printing Press - 4 paper - Who needs a mayor when you have a printer? Prints and distributes a paper slip upon usage.
Education - 5 paper - Of course learning is expensive! Allows you to become a Doctor, Dissector, or Sheriff.
Last edited by 116taj on Mon Jun 25, 2018 1:12 pm, edited 4 times in total.
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Re: Game Concept Thread

Postby SAStar777 » Wed Jun 20, 2018 11:50 pm

116taj wrote:
Wed Jun 20, 2018 10:52 pm
Money = Life: show
Mafia: Money = LifeCONCEPT NOT COMPLETE
first attempt at a somewhat lore based game using items and a shop mechanic
The land of mafia has recently gone through an economic crisis, the currency has crashed and riots are everywhere. The mayor decides the currency will paper slips signed by him, and only this will be valid due to the inflation from before. A local mafia that no one cares about decides with the crisis putting everyone out of a job, it is time for them to finally take over. They think it will be easily thanks to the traitorous treasurer that has caused the crisis. However, the town realizes a communist from the farlands has been making propaganda to convert to communism. The shopkeeper looks a little less friendly as well... Who will take over and who will fall?

Mafia/size]
Godfather
The leader of the mafia decided to buy lots of green paint before the crash. Now he cardflips green upon inspection and death.
Treasurer
The man behind this entire crisis. Can give any player a counterfeit paper slip that upon usage, reveals the role of the user to the treasurer.
Pickpocket
Great at stealing items even though they just started to exist. Every night can take rob someone of one of their items. In the case of having multiple items, the lowest value item will be stolen.
Money Launderer
Expert at hiding their money. The amount of money will be omitted from the tax collectors audit and will not have to give money either.

Town
Mayor
As long as the mayor is alive, he can continue to create money. Distributes one paper slip to everyone every night unless he says otherwise.
Tax Collector
Once in the entire game, can tax all alive players taking one paper slip and returning it to the place it belongs: the fire. He will also learn the amount of paper slips everyone has after he burns one.
Purifier
Can purify one item in the shop, making it immune to the shopkeeper's rigs for that set.
Sales Bot
A bot created by a foreign hacker. Can choose to reduce the price of one item by 50% during the night.
Sheriff
The regular old sheriff was one of the only people to actually keep their job. Can inspect a player to find out their colour.
Millionare
In paper slips of course. Starts with an additional 2 paper slips.
Townie
Townie
Townie
Townie
Townie
Townie
Townie
Miller
Millwright

The Other Guys
- Kill the town and mafia
- Win together but do not know who the other is

Shopkeeper
The second traitor. He took the only shop in town and is now rigging the items with traps! Can choose 5 items from his inventory to put on sale. he chooses at night, but you can only buy items during the day. Prices are predetermined. Rigs one item so when it is bought, it will explode when used. Immune to nightkills. Must use all 10 items after three days or he dies.

Communist
Can convert a player to communism every night, meaning they cannot obtain anymore paper slips. The items they buy will instantly go to the communist for their use. Immune to nightkills.
items: show
Armor - 2 paper - Now you won't die to the next nightkill attempt
Gun - 3 paper - Can kill a player
Ammo Refill - 2 paper - If you already have a gun, use this to be able to kill again
Vote Doubler - 1 paper Doubles your vote for the next day phase
Investment - 1 paper - 35% chance of gaining 1 paper, 10% of no profit, 5% chance of 2 paper gain, 50% of losing it
Buzzer - 1 paper - Roleblock a player
Dissect-o-matic - 5 paper - Allows you to dissect the dead to find their exact role
Other Item A
B
C
How many paper slips does everyone (aside from the Millionare) start out with? It just says that the Millionaire starts out with two additional paper slips.

Also, is there a reason why the Communist is the only purple role and isn't orange?
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Re: Game Concept Thread

Postby MECHDRAGON777 » Thu Jun 21, 2018 1:49 am

SAStar777 wrote:
Wed Jun 20, 2018 11:50 pm
116taj wrote:
Wed Jun 20, 2018 10:52 pm
Money = Life: show
Mafia: Money = LifeCONCEPT NOT COMPLETE
first attempt at a somewhat lore based game using items and a shop mechanic
The land of mafia has recently gone through an economic crisis, the currency has crashed and riots are everywhere. The mayor decides the currency will paper slips signed by him, and only this will be valid due to the inflation from before. A local mafia that no one cares about decides with the crisis putting everyone out of a job, it is time for them to finally take over. They think it will be easily thanks to the traitorous treasurer that has caused the crisis. However, the town realizes a communist from the farlands has been making propaganda to convert to communism. The shopkeeper looks a little less friendly as well... Who will take over and who will fall?

Mafia/size]
Godfather
The leader of the mafia decided to buy lots of green paint before the crash. Now he cardflips green upon inspection and death.
Treasurer
The man behind this entire crisis. Can give any player a counterfeit paper slip that upon usage, reveals the role of the user to the treasurer.
Pickpocket
Great at stealing items even though they just started to exist. Every night can take rob someone of one of their items. In the case of having multiple items, the lowest value item will be stolen.
Money Launderer
Expert at hiding their money. The amount of money will be omitted from the tax collectors audit and will not have to give money either.

Town
Mayor
As long as the mayor is alive, he can continue to create money. Distributes one paper slip to everyone every night unless he says otherwise.
Tax Collector
Once in the entire game, can tax all alive players taking one paper slip and returning it to the place it belongs: the fire. He will also learn the amount of paper slips everyone has after he burns one.
Purifier
Can purify one item in the shop, making it immune to the shopkeeper's rigs for that set.
Sales Bot
A bot created by a foreign hacker. Can choose to reduce the price of one item by 50% during the night.
Sheriff
The regular old sheriff was one of the only people to actually keep their job. Can inspect a player to find out their colour.
Millionare
In paper slips of course. Starts with an additional 2 paper slips.
Townie
Townie
Townie
Townie
Townie
Townie
Townie
Miller
Millwright

The Other Guys
- Kill the town and mafia
- Win together but do not know who the other is

Shopkeeper
The second traitor. He took the only shop in town and is now rigging the items with traps! Can choose 5 items from his inventory to put on sale. he chooses at night, but you can only buy items during the day. Prices are predetermined. Rigs one item so when it is bought, it will explode when used. Immune to nightkills. Must use all 10 items after three days or he dies.

Communist
Can convert a player to communism every night, meaning they cannot obtain anymore paper slips. The items they buy will instantly go to the communist for their use. Immune to nightkills.
items: show
Armor - 2 paper - Now you won't die to the next nightkill attempt
Gun - 3 paper - Can kill a player
Ammo Refill - 2 paper - If you already have a gun, use this to be able to kill again
Vote Doubler - 1 paper Doubles your vote for the next day phase
Investment - 1 paper - 35% chance of gaining 1 paper, 10% of no profit, 5% chance of 2 paper gain, 50% of losing it
Buzzer - 1 paper - Roleblock a player
Dissect-o-matic - 5 paper - Allows you to dissect the dead to find their exact role
Other Item A
B
C
How many paper slips does everyone (aside from the Millionare) start out with? It just says that the Millionaire starts out with two additional paper slips.

Also, is there a reason why the Communist is the only purple role and isn't orange?
I believe it is a cultist role.
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Re: Game Concept Thread

Postby SAStar777 » Thu Jun 21, 2018 2:04 am

MECHDRAGON777 wrote:
Thu Jun 21, 2018 1:49 am
SAStar777 wrote:
Wed Jun 20, 2018 11:50 pm
116taj wrote:
Wed Jun 20, 2018 10:52 pm
Money = Life: show
Mafia: Money = LifeCONCEPT NOT COMPLETE
first attempt at a somewhat lore based game using items and a shop mechanic
The land of mafia has recently gone through an economic crisis, the currency has crashed and riots are everywhere. The mayor decides the currency will paper slips signed by him, and only this will be valid due to the inflation from before. A local mafia that no one cares about decides with the crisis putting everyone out of a job, it is time for them to finally take over. They think it will be easily thanks to the traitorous treasurer that has caused the crisis. However, the town realizes a communist from the farlands has been making propaganda to convert to communism. The shopkeeper looks a little less friendly as well... Who will take over and who will fall?

Mafia/size]
Godfather
The leader of the mafia decided to buy lots of green paint before the crash. Now he cardflips green upon inspection and death.
Treasurer
The man behind this entire crisis. Can give any player a counterfeit paper slip that upon usage, reveals the role of the user to the treasurer.
Pickpocket
Great at stealing items even though they just started to exist. Every night can take rob someone of one of their items. In the case of having multiple items, the lowest value item will be stolen.
Money Launderer
Expert at hiding their money. The amount of money will be omitted from the tax collectors audit and will not have to give money either.

Town
Mayor
As long as the mayor is alive, he can continue to create money. Distributes one paper slip to everyone every night unless he says otherwise.
Tax Collector
Once in the entire game, can tax all alive players taking one paper slip and returning it to the place it belongs: the fire. He will also learn the amount of paper slips everyone has after he burns one.
Purifier
Can purify one item in the shop, making it immune to the shopkeeper's rigs for that set.
Sales Bot
A bot created by a foreign hacker. Can choose to reduce the price of one item by 50% during the night.
Sheriff
The regular old sheriff was one of the only people to actually keep their job. Can inspect a player to find out their colour.
Millionare
In paper slips of course. Starts with an additional 2 paper slips.
Townie
Townie
Townie
Townie
Townie
Townie
Townie
Miller
Millwright

The Other Guys
- Kill the town and mafia
- Win together but do not know who the other is

Shopkeeper
The second traitor. He took the only shop in town and is now rigging the items with traps! Can choose 5 items from his inventory to put on sale. he chooses at night, but you can only buy items during the day. Prices are predetermined. Rigs one item so when it is bought, it will explode when used. Immune to nightkills. Must use all 10 items after three days or he dies.

Communist
Can convert a player to communism every night, meaning they cannot obtain anymore paper slips. The items they buy will instantly go to the communist for their use. Immune to nightkills.
items: show
Armor - 2 paper - Now you won't die to the next nightkill attempt
Gun - 3 paper - Can kill a player
Ammo Refill - 2 paper - If you already have a gun, use this to be able to kill again
Vote Doubler - 1 paper Doubles your vote for the next day phase
Investment - 1 paper - 35% chance of gaining 1 paper, 10% of no profit, 5% chance of 2 paper gain, 50% of losing it
Buzzer - 1 paper - Roleblock a player
Dissect-o-matic - 5 paper - Allows you to dissect the dead to find their exact role
Other Item A
B
C
How many paper slips does everyone (aside from the Millionare) start out with? It just says that the Millionaire starts out with two additional paper slips.

Also, is there a reason why the Communist is the only purple role and isn't orange?
I believe it is a cultist role.
I guess that makes sense, but it doesn't say whether those that get converted to communism become aligned with the Communist or not. It only says those affected will have their items go to the Communist.
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GforGoomba
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Re: Game Concept Thread

Postby GforGoomba » Thu Jun 21, 2018 7:17 am

SAStar777 wrote:
Thu Jun 21, 2018 2:04 am
MECHDRAGON777 wrote:
Thu Jun 21, 2018 1:49 am
SAStar777 wrote:
Wed Jun 20, 2018 11:50 pm
How many paper slips does everyone (aside from the Millionare) start out with? It just says that the Millionaire starts out with two additional paper slips.

Also, is there a reason why the Communist is the only purple role and isn't orange?
I believe it is a cultist role.
I guess that makes sense, but it doesn't say whether those that get converted to communism become aligned with the Communist or not. It only says those affected will have their items go to the Communist.
It implies so...
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Re: Game Concept Thread

Postby PixelPest » Thu Jun 21, 2018 8:19 am

GforGoomba wrote:
Thu Jun 21, 2018 7:17 am
SAStar777 wrote:
Thu Jun 21, 2018 2:04 am
MECHDRAGON777 wrote:
Thu Jun 21, 2018 1:49 am


I believe it is a cultist role.
I guess that makes sense, but it doesn't say whether those that get converted to communism become aligned with the Communist or not. It only says those affected will have their items go to the Communist.
It implies so...
It doesn't explicitly state it and I honestly don't think it implies it

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Re: Game Concept Thread

Postby Radiance » Mon Jun 25, 2018 6:17 am

M??: The Prankster
Town vs. TP
13 PIayers

In the army of SMB3 Goombas, a prankster SMB3 recolored Galoomba tried to fit in. Now as a concerned citizen of Bowser's Kingdom, you must identify the prankster.

Town:
Goomba can go to a player's room to inspect a player at night to know his role.
Goomba
Goomba
Goomba
Goomba
Goomba
Goomba
Goomba
Goomba
Goomba
Goomba
Goomba

Third Party:
Galoomba can hide at night 3 times.

Rules:
  • If a Goomba's target is inspecting someone, the Goomba will receive a message which says "There are no results of your current inspection." at the end of the night phase.
  • If a Goomba's target is hidden, the Goomba will receive a message which says "There are no results of your current inspection." at the end of the night phase.
  • If two or more Goombas inspect the same target, they'll crash each other at the doorway of the target's room which leads to their death.
Win Conditions:

Town:
Identify the Galoomba.

Third Party:
Be the last man standing or equal the town.


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