#Deltarune Homebrew
51 messages · Page 1 of 1 (latest)
Having jinxes is fine
Many good homebrew have them
At least in development stages
Is monster kid exactly 1?
Or at least 1
Well someone else said to me you shouldn’t
Also I don’t get how jevil is a thing you want
As evil
Welp, I disagree on that 😅
because it really doesn’t achieve much other than you know confirming that you are the jevil
Jevil is basically boomdandy like
Boom dandy but you don’t cause any extra deaths
If executed the first or second day its probably an evil win
You do tho
????
this ability confusing
I thought that like the status of being dead was just shifted along
So if player 1 is dead 2,3 alive it goes 1 alive, 2 dead, alive
is jevil*
still pretty weak
but can do a lot of they die early
I don’t understand this ability at all
like if you get executed very late in the game don’t you just throw the game for your team????
you do
but boomdandy kinda has the same issue tbf
but little less so
spamton would probably work better if they are mad they malfunctioned
Yeah
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.
player is interesting
Well this explains it
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.
asgore is reflavoured empath
which is fine
catty generally looks like a weaker undertaker
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
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.)
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)
@burnt geyser is it all right if I run a game of this script for a group in a different server on Sunday?
Of course! I'd be real honored if you do! I'll try to bring some modifications that was brought to me before then so it's more balanced by then
Sure, ping me or DM me when you do!
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
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
Oh yep, forgot about the * messing up on Discord lol
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