New ideas: - Have the "new marble" spawner appear as a segmented bar with 1 segment per marble already spawned. (Bar starts at 1 segment for the starting marble) - Have only 1 marble *respawn* per segment, and spawn a "new" marble when the bar fills. - Fill 1 segment per 30 seconds, however, reduce this by 5 seconds every 20% of the castle's missing HP, maxing out at 10 seconds when the castle is only at 20%! - Have marbles track kills including between respawns. At 5 kills, they gain a hat, at 25 kills, they gain a bigger hat and name. I don't expect a marble to reach 125 kills but why not a bigger hat. (+20% size, speed, damage, and health per tier? The hat is more important.) - The multi-marble counts for whoever kills the last marble, not each.
Suggestions: 1. Add a ground-slamming marble type. They should wear spiky shoes or something similar as their weapon. 2. Indicate the stats for each marble type in the plinko. The HP and SPD stat is per marble, while the DMG stat is per weapon. If a marble type has a special move/feature, include it in the stats (e.g. knockback, higher jump height). 3. Death particles are cool, but they block the battle's visibility. They should only stay in the battlefield for a few seconds.
I think the thing with this is that with 3d it's not mathematically guaranteed something will go somewhere, but like in 2d it kind of is. Like this is obviously constrained to a space, but adding a direction does make stuff different
4:10 that knockback… IT’S SUPER EFFECTIVE
lol
New ideas:
- Have the "new marble" spawner appear as a segmented bar with 1 segment per marble already spawned. (Bar starts at 1 segment for the starting marble)
- Have only 1 marble *respawn* per segment, and spawn a "new" marble when the bar fills.
- Fill 1 segment per 30 seconds, however, reduce this by 5 seconds every 20% of the castle's missing HP, maxing out at 10 seconds when the castle is only at 20%!
- Have marbles track kills including between respawns. At 5 kills, they gain a hat, at 25 kills, they gain a bigger hat and name. I don't expect a marble to reach 125 kills but why not a bigger hat. (+20% size, speed, damage, and health per tier? The hat is more important.)
- The multi-marble counts for whoever kills the last marble, not each.
Here're some ideas: Slingers, bowmen, longbowmen, and crossbowmen to make use of the high grounds.
The final spawner (daggers) is so op cause it basically doubled the total troop count.
Suggestions:
1. Add a ground-slamming marble type. They should wear spiky shoes or something similar as their weapon.
2. Indicate the stats for each marble type in the plinko. The HP and SPD stat is per marble, while the DMG stat is per weapon. If a marble type has a special move/feature, include it in the stats (e.g. knockback, higher jump height).
3. Death particles are cool, but they block the battle's visibility. They should only stay in the battlefield for a few seconds.
Great ideas, thanks!
1 pls
@lostmarbles3d I think death particles give exciting atmosphere, but the area should be as big as in the trench wars
its ok, blue always needs a little help to win
I think the thing with this is that with 3d it's not mathematically guaranteed something will go somewhere, but like in 2d it kind of is.
Like this is obviously constrained to a space, but adding a direction does make stuff different
We fight like marbles
Yay!!! New marble fights😊
cool!
new attack pattern?
i feel like it faster and more frequency
YAY!!!!!!!!
go red
:D