#Deltarune Homebrew

51 messages · Page 1 of 1 (latest)

woeful marlin
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You really shouldn’t have jinxes

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Also monster kid is very broken

snow rose
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Many good homebrew have them

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At least in development stages

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Is monster kid exactly 1?

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Or at least 1

woeful marlin
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Also I don’t get how jevil is a thing you want

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As evil

snow rose
woeful marlin
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because it really doesn’t achieve much other than you know confirming that you are the jevil

snow rose
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Jevil is basically boomdandy like

woeful marlin
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Boom dandy but you don’t cause any extra deaths

snow rose
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If executed the first or second day its probably an evil win

snow rose
woeful marlin
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????

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this ability confusing

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I thought that like the status of being dead was just shifted along

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So if player 1 is dead 2,3 alive it goes 1 alive, 2 dead, alive

snow rose
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becomes this assuming zoe is the poisoner

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pretty sure

snow rose
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still pretty weak

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but can do a lot of they die early

woeful marlin
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I don’t understand this ability at all

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like if you get executed very late in the game don’t you just throw the game for your team????

snow rose
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you do

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but boomdandy kinda has the same issue tbf

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but little less so

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spamton would probably work better if they are mad they malfunctioned

woeful marlin
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Yeah

snow rose
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queen feels a little weak: could work better as:

Each night*, choose a player: they die. You start by choosing a player: learn their character & they might register as you do.

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player is interesting

woeful marlin
snow rose
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Kris should be worded:

Each night*, choose a player: they die. The 1st time you die by execution, you don't & poison the player chosen tonight instead.

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asgore is reflavoured empath

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which is fine

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catty generally looks like a weaker undertaker

burnt geyser
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Hey I haven't read everything yet but thanks for taking a look at it! I'm a bit embarrassed and realize there's loads of issues with it despite spending dozens of hours on it but game designing is a whole career in itself haha

snow rose
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hot tip from someone who has been in the homebrew community for quite a while:

  • No concepts are perfect, you will always find someone who thinks its too strong, too weak or should be changed.
  • It is very hard to construct a script were everything flows together well, if you just look at the most famous homebrews they have had multiple hours of people looking at them, playtesting them many times, and even then they aren't perfect.
  • While being embarrassed is understandable, don't beat yourself down over it. People here don't mean anything badly, we are just trying to give our perspectives on it as it can be quite easy to become blind sighted over liking a concept that your judgment over it becomes clouded. (I gave done so many many times.)
burnt geyser
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Oh none of you guys sounded harsh or anything like that, I'm immensely thankful for your feedbacks! I've seen my share of insane homebrew with over-the-top abilities and wanted to go for a more "mild" one and character accurate abilities (also that Jevil will be a Fable imo, it doesn't work as a minion despite fitting the lore of the character)

quasi heart
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@burnt geyser is it all right if I run a game of this script for a group in a different server on Sunday?

burnt geyser
quasi heart
burnt geyser
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Here's all the things I changed for now (writing this more for me as bloodstar doesn't have version control I think):

Demons

All demons got some changes in their ability, King got a rework and does not work in pair with Lancer anymore (too finnicky)

Kris -- Each night*, choose a player: they die. The 1st time you die by execution, play for one more night and privately choose a player: an outsider, if chosen, becomes an evil Kris [+1 outsider]

The Player -- Removed the protection on their vessel (the poisoned player)

Queen -- Each night*, choose a player: they die. You start by choosing a player: learn their character & they might register as you do.

King -- Each night*, choose two players: both can die or become poisoned tonight and tomorrow day. (meaning three options for the ST: kill both players, kill one player and poison the other or poison both players.)

Minions

Jevil becomes a traveller

New ability
Berdly -- Each night, pick a player and two good roles. If they are either of them, they are poisoned tonight and tomorrow day: you learn this fact. (Kind of a hibrid between poisoner and Spy)

New minion
Werewire -- previous Berdly ability

Spamtom -- Doesn't see the grim anymore. Might need a little boost as it's current ability seems weak?

Townsfolks

Monster Kid -- Each night, choose 3 players (not yourself): learn if exactly one is evil. There is a good player that registers as evil to you.

Catty -- At the second night, learn the roles of every players that died. (May seem like a weak UT, but seeing the roles of the demon killed people is insane to me)

Ice Wolf -- Will need to change as protections got removed on the demons

Sans -- Needs to change but no idea for now

Outsiders

Lancer -- Need total rework. Will probably add an evil townsfolk + something but I need to think about it

quasi heart
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I was about to say you forgot the asterisk ( * ) in some of those abilities. And then I realized that a lot of the text was suspiciously italicized lmao

burnt geyser
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Oh yep, forgot about the * messing up on Discord lol

steel mortar
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This is really cool, I don’t think it’s perfectly balanced but A: nothing is and B: it’s clear a lot of thought went into making the abilities

I think the player is my favourite, the idea of being able to build your own marionette if you can pull off a specific final 3 sounds very rewarding and interesting to play with