Recent posts by Jzyehoshua on Kongregate

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Topic: Kongregate / Suggestions

Simple idea, why not have a popup after rating a game 5 stars asking you if you want to Favorite it also so you don’t forget?

 
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Topic: Off-topic / Daily reminder that Hitler did nothing wrong

“Daily reminder that Hitler did nothing wrong”

Obama

 
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Topic: Kongregate / Suggestions

This is the kind of advanced search I am thinking of:

http://www.free-webhosts.com/power-search.php
http://www.ebay.com/sch/ebayadvsearch/
http://www.google.com/advanced_search

Another interesting search feature might be to search for Unity games, non-Unity games, or both, with both as the default. Since not all users have the computers or software for Unity, or don’t use it because of its load on the computer, this would be a key search feature.

Other possible search fields could include total plays and times favorited (not sure if this last is tracked by Kongregate, if so I am recommending a new statistic I guess).

 
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Topic: Kongregate / Suggestions

Also, here’s an interesting idea that could really be a major improvement in gaming: an online game search engine. The way it could work would simply be putting some sort of advanced search feature near the search box at the top of Kongregate. Searching could be similar to advanced search in Google, searching by game tags, keywords, publishers, rating, and date published.

 
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Topic: Kongregate / Suggestions

Some suggestions:

1. Removal of recommended games from recommended games section. Put an X in the boxes so you can quickly remove games from your game recommendations that you don’t want to try.

2. Allow favoriting of a game when hovering over it. A favorite button in the hovering popup of a game would be useful.

 
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Topic: Rise of Mythos / An angry guide to Windy Cliff

“By far the worst way to kill them is to start by placing low-attack Vigilance units behind them. What will happen is that the Vigilance unit deals 1 or 2 or whatever damage to the Tengu, gets hit by Backstab and dies. The net result is a couple of damage done to the Tengu, a few damage saved from a hero, and a card wasted. This is absolutely terrible. Just imagine what the fight would look like if every card the players have was spent like this for the first few turns. If you think it’s a good idea to consistently do this, you are terrible.”

Well said! It is very frustrating to see teammates waste their vigilance units early in a game, throwing away cards on a single 2 damage attack. You need as many units early on as possible to win, and can’t afford to sacrifice units needlessly like this. The following are quick ways to get rid of the initial tengus:

-A spell dealing 7 damage followed by a 2 attack vigilance unit.
-A spell or tengu dealing 6 damage followed by a vigilance unit or tengu dealing 3+ damage.
-A tengu dealing 4 damage followed by a spell or tengu dealing 6 damage.

Naturally once you clear a lane of its tengu you can then put down things like crossbows, templars, fire cerberi, etc. where they won’t get killed by backstab. The following are cards I personally find most useful and are vital to winning at Windy Cliff:

-3 attack tengu assaulters: These are the main units needed to win at Windy Cliff, the more the better.
-2 attack tengu assassins: Also vital, they’ll do 4 damage each to the initial tengus with just a 1-turn countdown.
-Direct damage spells such as Fireball, Smite, True Shot, Slash, etc. You want them to do high damage of course, poison fog does too little too gradually to be worthwhile.
-Petrify: Very useful spell for instantly stopping chiefs/totems, those who bring this are a huge asset to the team. Deadly Blow might also be useful for instantly stopping a chief.

If playing Hard mode, I also recommend Dread Phantoms/Desperate Souls with Inspire. If you get one with Inspire you can quickly wall a whole lane early on by placing it in front of an assassin (as long as not assassin master) or in front of a tengu if it has another tengu behind it so the tengu attacking it can’t pass. Just try to avoid lanes with tengu assassin masters.

Can be included as well:

-Heavy repeating crossbow: Only really worth it to me if 3 countdown with 2 attack (4 star).
-Fiery cerberus: The one with vigilance can be very useful because of all the swarming units, even though its 4 countdown takes a while. Don’t bother bringing it if it doesn’t have vigilance.
-Tengu bloodseeker: Only really useful if they are the 11 hp ones and still less useful than the other tengus because they have 4 countdown. I don’t bother including the 6 hp ones.
-4 attack feles assassins: 8 attack for just 3 countdown is enough to destroy enemy feles assassins before they reach you.

The above are actually the only cards I have in my deck for windy cliff. I suppose it can also be useful to have:

-3 attack squires: 2 attack ones really aren’t that useful but if you don’t have anything else I suppose can be used to get to 15 cards.
-3 attack elven guard: 2 attack ones aren’t really worth it.
-2 attack zombie swordsman: More useful than a 2 attack squire since they have a chance to reanimate.
-Whirlwind strike: Could be useful given its knockback effect.
-Premeditation: Drawing extra cards at Windy Cliff even if costing some hero hp would be valuable given how fast you need cards out.
-Blizzard and frost nova: Could have some usefulness in stopping an enemy advance to buy time. Fog of war really isn’t useful enough to be worth it since enemies can keep moving.
-Righteous judgment and armageddon: Would of course be very useful here in destroying an enemy force for the few who have them.

The key to winning Windy Cliff is low-countdown units. There really aren’t many units worth it at at Windy Cliff that take more than 3 countdown, again the only exceptions I can think of Tengu Bloodseeker, Dread Phantom/Desperate Soul (and mainly if using Inspire with them), and Fiery Cerberus. As a general rule you want the card to have more attack power than its countdown level.

It’s not really worth it to bring Command: Vigilance since you should only be bringing units with vigilance or backstab anyway, and direct damage spells, with the exception of the nearly invulnerable tanks, Dread Phantom/Desperate Soul for hard mode.

 
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Topic: Rise of Mythos / BUG: TURNS SKIPPING FOR NO REASON

For some reason the game is skipping a lot of turns lately that it shouldn’t. In Ascension Tower, for example, I was on level 26 and had two cards I could play to stop the enemy advance, but it just skipped my turn completely and gave Ascension an extra turn for no reason. This has been happening a lot lately, and sometimes even when I have auto-complete turned off in settings. It makes no sense and wasn’t a problem until the last few days.

 
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Topic: Rise of Mythos / Tips for new players Thread!

The following are some of the successful deck styles I see used:

-DELAY: A Ranger will use quick countdown delay cards such as Feles Messenger/Tracker/Scout to delay opponent cards interminably and Sow Disorder to increase their card countdown even more. Disinformation is used to kill cards that get played in these first few turns. Often Maia the Shadowblade or a few powerful attackers are hidden in the deck for steady damage dealing.

-BLITZ: Instant attackers like Maia the Shadowblade, Mifzuna the Wind, Alice: King’s Emissary, Lucius Swift, Centaur Marksman, Pegasus, and Lancers are used to attack immediately. Sometimes Chief Hrafn is used to make Halfblood advance even quicker. Annoying Priests will then use armor/resist/life on the units, and Warriors will use Protect. Ophelia Westwind is often used to boost the attack of all units by 2, as are Crusader Lucannus to boost Human HP and First Ranger Talenor to boost attack by 1. Eacann the Charger, Emperor August, and Emrys the Unyielding are sometimes used by Priests with Inspire.

-VIGILANCE: Squires, Paladins, Templars, Crusader Lucannus, Heavy Repeating Crossbowman, Elven Guard, Elven Praetorian, Elven Legionnaire, Zombie Swordsman, Zombie Legionnaire, and Zombie Champion can all be used as quick activating vigilance front line defense against the common blitz style. Tengu Assaulters can be used as well for their backstab ability. A variety of styles can be used with this. A Priest will often include long countdown tanks or damage dealers such as Wind-Dancer Elke, Dread Phantom, Desperate Soul, Repeating Crossbow Captain, and Battle Abbess, then speed their countdowns up using Inspire and Zeal.

-HERO’S BANE: An annoying style is to use quick-activating Hero’s Bane units or Thunderbolt units such as Elven Fire Mage, Elven Fire Archmage, Tanwen Wildfire, Kathryn Emberwind, Elven Thunder Mage, Elven Thunder Archmage, and Ryli the White Witch. Another version of this is to use a few tanks in front such as Elven Samurai/Rebels to defend, and then use a card to give all units Hero’s Bane (whose name I forget).

 
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Topic: Rise of Mythos / Tips for new players Thread!

There’s a decent game wiki here:

http://wiki.kingsandlegends.com/index.php/Main_Page

Different packs have different types of cards in them. Battle priestesses/abbesses are best found in Human Packs, whereas pegasi/elven rebels/elven samurai in Elven Packs. Skill cards are found in Novice Packs most easily. Rare cards in Elite Packs.

In general new players should follow the Quests, completing as many as possible, and familiarize themselves with the buttons on the left side of the screen too such as Activity Rewards and Daily Login Rewards. The Reputation page is very useful and less well-known as a way to boost cards of a specific race, you can boost it by defeating a given Map location multiple times. New players should always focus primarily on advancing as far along the Map as possible and completing daily login/guild Quests.

I personally recommend specializing in Priest or Ranger and Human or Halfblood, though every deck should have some Undead units, specifically the Dread Phantom and Desperate Soul, when possible, unless going with a pure blitz style. Human, Elven and Halfblood units are most useful for blitz style decks. Human, Undead, and Beast units are most useful for power/tank decks. Goblins and Ogres are generally useless though that may change with future updates, and even Beasts, while considerably more useful, are more limited than the big four classes of Human, Elven, Halfblood, and Undead.

 
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Topic: Rise of Mythos / Tips for new players Thread!

RACES

Human: Has decent armored tanks like Captain and Sentinel; the Templar is widely used because it has armor, vigilance, and cure; the most well-rounded basic unit in the game. Specialize in vigilance, attacking multiple rows, and heroic, boosting attack nonstop with Battle Abbess, Wind-Dancer Elke, and Repeating Crossbow Captain. Has a lot of high-powered attack cards with high HP.

Elven: More of a ranged, quick-strike deck with lots of archers/mages and blitzing flying units, the pegasi. Elven samurai/rebels provide decent tanks with armor/vigilance and especially good resistance, but are tough to find. Elven units can be frustrating to face because many have Nimble and can’t be targeted individually by spells, very frustrating to Mages and Rangers, and many have Hero’s Bane which allows units once alive to steadily decrease a hero’s HP from long range. Most have resistance to magic rather than armor.

Halfblood: Basically a quick strike ground deck. Centaurs run along the ground rapidly, some with the ability to hit and run like the Centaur Captain, Centaur Guerilla, and Centaur Marksman. Feles Assassins and Tengu Assassins can do large amounts of damage quickly. Mifzuna the Wind and Maia the Shadowblade can even attack across open lanes and reach an enemy hero instantly, and are some of the most dreaded cards. Feles Trackers/Scouts/Messengers delay a single cards countdown and can be annoying delay cards that force an opponent to destroy them as soon as possible, making them take the initiative.

Undead: Most useful for its nearly invulnerable tanks, the Dread Phantom and Desperate Soul. Many zombies have vigilance like their human counterparts, serving as front-line infantry, but have the ability to resurrect 33% of the time (which actually seems more like 60 or 70% from my experience) or regenerate HP instead of cure. Whereas human units have cure to heal units other than themselves, undead units typically have Regenerate or Vampirism to heal only themselves. Ghosts can be useful ranged attackers capable of freezing enemies or returning them to the opponent’s hand.

Ogres: High HP but no armor or resistance, some with Regenerate. Some can increase attack the more damage they take such as Berserkers and Bloodragers. Can be useful as tanks but require buffs unlike the undead units. Generally not that useful.

Goblins: Definitely the most useless race. Higher HP archers and infantry but with lower attack. The only cards particularly useful are those with poison capability such as the Goblin Poison Archer.

Beasts: High armor tanks such as the Armored Lizard, Aegis Lizard, and Sawtooth Thunder Lizard. Highly resistant to physical damage but vulnerable to magic. Some even have magic attacks capable of paralyzing an enemy or even multiple enemies. The Fiery Cerberus, Cerberus Hegemon, and Storm Lizard King are highly valued for their ability to damage large groups of enemies. The Hell Hound is a useful fire-breathing ranged attacker, and a number of poisonous bats can poison enemies. However, beasts typically move more slowly than other races and the lizards have definite magic vulnerabilities.

 
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Topic: Rise of Mythos / Tips for new players Thread!

I disagree with the summary provided about the races. Here’s my breakdown of the classes and races.

CLASSES

Warrior: Has the attack boosts other classes don’t have, e.g. Encourage and Warcry, and direct damage to creatures such as Slash, Whirlwind Strike, and Fissure. Specializes in boosting creature abilities, e.g. Command: Heroic, Enmity: Cavalry, Command: Counterattack, Command: Martyr, Command: Cleave, and Command: Vigilance. Actually have broad area effect support skills like Warcry, Last Stand, Entrench, and Military: Charge. Strange as it may seem is actually more of a support deck for 4v4 or boss battles, and is at a disadvantage in 1v1.

Ranger: Specializes in keeping opponents from drawing cards or otherwise removing them, e.g. Disinformation, Sow Disorder, Deadly Blow, Swift Death, and Frenzy. Has a variety of ways to damage creatures with Reveal Weakness, Tactic: Decay, Tactic: Sunder Armor, True Shot, Rupture, and Double Stab. Can even deal direct damage to heroes with Cloaked Shot. Can even draw extra cards with Premeditation, though at the cost of 5 HP to the hero. Can be a very frustrating class to face because the opponent is kept from drawing cards constantly.

Mage: Specializes in damaging and delaying creatures. Petrify and Deep Freeze can immobilize any enemy for 9 turns. Has wide area effect damage cards such as Armageddon, Lightning Storm, Frost Nova, and Poison Cloud. Might be summarized as a delay deck which specializes in slowing down opponents through Frost Nova, Fog of War, Forgetfulness, and Charm.

Priest: My favorite class right now. Is the only class that can do irreducible direct damage to creatures with Smite, a spell that even prevents undead units from reanimating or using soulbound. Has a variety of ways to buff friendly creatures such as Blessing: Life, Blessing: Armour, Blessing: Resistance, Guardian Angel, and Blessing: Regenerate. Is actually most valuable I think for the ability to speed up card countdown with Inspire and Zeal. Has curative cards also such as Cure, Blessing: Life, Dispel, and Sacred Touch, and even mass effect ones good for 4v4 or bosses such as Ring of Healing, Healing Prayer, and Mass Life.

 
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Topic: General (Westeros Discussion) / the random factor.

Another possibility I’ve considered is that buildings and trained equipment/soldiers might play a role in the odds. For example, researching the Siege Works building and getting catapults and rams might perhaps help in siege related missions like the Lord Braxton quest. Maybe power and number of friends plays a role also, I don’t know. There are some wikis out there on Game of Thrones but they don’t seem to mention how the odds work, so I’m just guessing.

 
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Topic: General (Westeros Discussion) / the random factor.

I am saving up for a high rarity sworn sword right now to see if it increases my success rate, with about 150 points in battle as well. However, I still seem to lose battles I shouldn’t, and the only thing I can think of is that the sworn sword type must play into it when fighting an enemy peerless or legendary opponent. Since my best sworn sword right now is only uncommon, I’ll try getting a peerless and see if I start getting better results.

 
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Topic: General (Westeros Discussion) / the random factor.

I suspect it may actually be affected by the hero type, because it seems my uncommon sworn swords have much better chances than common ones regardless of leveling. If so, getting a rare, legendary, or peerless hero might really increase the odds. Maybe their rank matters less than the type of hero they are. If so, an uncommon hero will just be more capable than a common even if the levels are about the same. My common doesn’t seem to be able to complete more than the simplest quests effectively.

 
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Topic: Collaborations / Writer/Proofreader

I’m willing to work on a project free just to help with writing and proofreading. I think it would be a good way to see what game design is like as I have my own projects I’m considering in the future but am not experienced with Flash. Anyway, I’m willing to help proofread and write for any good projects out there. All I’d want in return is my name in the credits.

 
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Topic: Game Design / Game Idea Possibilities

The only thing I was thinking of is whether loading time might be an issue. Badge Master only looked at badged games specifically. It’s tough to tell how much trouble would be caused by looking at all games on the site. Perhaps only games with a 3.50 rating or above should be shown, to increase loading speed. And maybe the search could run just looking at the top 10 favorited categories for a user, with a search option to expand or diminish this range. Features like this might be necessary though to have the game look through fewer results to improve loading speed and performance.

 
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Topic: Game Design / Game Idea Possibilities

“Very good. But if you’re going to make one, be sure to maybe omit some of the games under judgement, and perhaps have an option to sort games by whether they have badges or not, and rating, etc.”

Very good points! There should be a way to turn on search features like you said, omitting games under judgment or with badges. A minimum rating feature would be a good search option as well. Perhaps a sort tool by ratings, views, or recency. All of your points though are excellent ideas for the game.

I suppose another idea would even be to let you turn on or off different categories, so you only search for the ones you want. For example, turn off Keyboard Only or other categories, to further refine your search.

 
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Topic: Game Design / Game Idea Possibilities

For example, I went through my favorites and looked at the 3 tags listed for each game, adding them all up. A good program ought to be able to do the same, maybe even let people browse their own lists to see what game categories they favorited most, and quickly go to a given game category. It should then search for new games to recommend. A simple algorithm would be to just assign a point total based on how many favorited games a person has. So an RPG, Strategy, Turn-Based game would get a score of 96 per my favorites (39+34+23). This would be a great way to find new games for recommendation that would be much better than the current Kongregate recommendation system.

  • RPG – 39
  • Strategy – 34
  • Turn Based – 23
  • Adventure – 21
  • Defense – 20
  • Fantasy – 14
  • Dungeon – 12
  • Tower Defense – 12
  • War – 10
  • Zombie – 9
  • Multiplayer – 8
  • Card – 5
  • Mouse Only – 5
  • Pixel – 5
  • CCG – 4
  • Upgrades – 4
  • Action – 4
  • Shooter – 4
  • Manager – 3
  • Space – 3
  • Puzzle – 3
  • Match 3
  • Epic War – 3
  • Business – 3
  • Army – 2
  • Fighting – 2
  • Gladiator – 2
  • Magic – 2
  • Monster – 2
  • Platform – 2
  • Protector – 2
  • RTS – 2
  • Sports – 2
  • Art
  • City
  • 3D
  • Detective
  • Gun
  • Idle
  • Island
  • Hex
  • Keyboard Only
  • Mystery
  • Pet
  • Quick
  • Robot
  • Rogue-Like
  • Soccer
  • Sword
  • Tactical
  • Time Management
  • Train
  • Virus
 
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Topic: Game Design / Game Idea Possibilities

New idea I think people might find interesting. “Badge Master” was a huge hit. I’m suggesting a similar game, but a bit more fine-tuned. Basically the idea is for the game to just check a person’s favorites for what tags/categories they have the most of, and then search for new games to recommend based on these criteria. It should recommend in proportion to the tag popularity. If they have more strategy games favorited, more strategy games get recommended. More shooter categories then more shooters recommended, etc. It could even be more likely to recommend games with multiple categories in favorites. Since it’s possible to do this manually, I don’t think it should be too hard to make a game similar to Badge Master that does the same thing.

 
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Topic: Game Design / Game Idea Possibilities

Originally posted by Aesica:
Originally posted by Ace_Blue:

Thankfully I’m knee-deep in ideas of my own, so don’t worry about how I’ll keep myself busy in the meantime. ;)

That’s one thing a lot of “idea guys” don’t realize. Even though they could very well be brimming with amazing ideas, most game developers are what they are because they also are full of ideas. The idea guys are best off picking up a programming language, because it’s very rewarding to watch your own ideas come to life.

A large portion of the games I see made on Kongregate are not original in any way, shape, or form. Tower Defense games are a dime a dozen, as are the tired energy system games which use the exact same design each time. I honestly think most game designers don’t have good ideas and are having trouble finding concepts people would like, because most games, like I said, do not show originality or uniqueness. I think it’s like politics – everybody knows the theories from the major parties, some major designs that are used, but you have very few people with brand new ideas. Look at the Republicans and Democrats, you have very few good, original ideas on fixing the economy from either party.

 
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Topic: Game Design / Game Idea Possibilities

Originally posted by Aesica:
Originally posted by Ace_Blue:

Thankfully I’m knee-deep in ideas of my own, so don’t worry about how I’ll keep myself busy in the meantime. ;)

That’s one thing a lot of “idea guys” don’t realize. Even though they could very well be brimming with amazing ideas, most game developers are what they are because they also are full of ideas. The idea guys are best off picking up a programming language, because it’s very rewarding to watch your own ideas come to life.

I actually took C++, QBasic, and Visual Basic in college, and I still have a lot of my textbooks. I know HTML and CSS as well. And I have experimented with game design programs in the past, also. I just don’t want to spend that much time on it any time soon. Like I said, I’m working on a 2012 update to my 2010 eBook, except now I have time to publish it formally:

http://www.slideshare.net/Jzyehoshua/the-zambrano-report

Right now this takes priority. I’ve just been running into difficulties getting a new computer up and running (some unmountable boot volume error) which has the software on it I need to write the book, so I’m venting a bit on Kongregate in the meantime. Anyway, coding is a lot of work and I don’t have energy for it. Writing on the other hand is easy for me and fun.

I never described myself as an “idea guy”. I just figured I’d share my ideas since I think these would be cool games to see on Kongregate at some point. I have no intention of devoting the kind of time it would take to learn Flash coding in the near future, so I thought I’d share some ideas.

 
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Topic: Game Design / Can I have some feedback?

Maybe you could add in achievements for enemy snakes eaten, time survived, etc. These achievements could be used to customize snake appearance?

 
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Topic: Game Design / Game Idea Possibilities

More game possibilities (I’m just writing them down as I think of them):

-GAME NAME: Total Blackout
INTERFACE: I’m recommending a top-down approach of someone going through towns looking for supplies, talking to people, etc. A sidebar could have an actions menu, information about time/health/status, etc. Once in-game checkpoints are hit, then game events could be triggered to widen the map from a local town to state-wide. Both of my in-game concepts (2nd post) could be useful here.
PREMISE: An unusual meteor shower has just caused electricity worldwide to go out. You play the role of a character who must go outside (randomly generated towns recommended) and decide where you’re going to stay, what items to seek to acquire (and currency in the game should be more a matter of trading/bartering), how to get food, convincing others to join your party, etc. I’d like to see the game more open-ended rather than following a given script, so that it’s not easy to figure out what should be done or how to do anything. Rather, players should feel like they’re going blind and trying to figure things out as they go.

-GAME NAME: Two Worlds
INTERFACE: The first interface should probably just be a screen asking questions on Earth, with simple multiple choice options at the bottom of the screen and some basic pictures illustrating what the results are at the top, along with a status sidebar on the left for the characters. The second should be the main screen, once arriving on the new planet. I would favor a 2nd-person view so that you’re looking forward at forested area where you’ve arrived, and looking around in 3D to explore, with enemies who can attack at any time. Once attacked though, combat could occur in another interface (perhaps top-down, turn-based), or slow motion, with characters allowed to determine actions one by one in response to combat.
PREMISE: The game should actually take place on two planets. The first, Earth, should have a simplistic interface. You choose party members (friends) and answer some questions to get values for them. However, it should look at first like it will be a modern sim, where you are answering questions to develop characters who will be successful in life, as they develop towards careers. Then, after X days, an in-game event results in them visiting an area where they get teleported to another planet. Suddenly the skills become necessary for survival there, in a D&D type environment. They land out in the wilderness, and are forced to survive and look for nearby towns (should be randomly generated) to get away from the goblins/orcs/etc. that are nearby. It’d be like getting thrown into a wilderness and trying to survive your way to civilization, and then developing a party that can explore with hopes of reaching Earth again.

-GAME NAME: King David
INTERFACE: I think this could be done in similar format to a MUD, but just with one-player. Basically all text descriptions with multiple choice options and a sidebar showing health/stats/inventory. Perhaps simple visuals of trees or cliffs could show at the top given the terrain, or pictures of enemies/NPCs as appropriate, in a top box.
PREMISE: You play King David, being hunted by King Saul and an entire country across the country of Israel and maybe even neighboring territories starting from about 1 Samuel 22. Basically you need to forage and find new warriors. It could include hunting for food, keeping the population safe, returning to the area with your troops, moving from place to place with them, and fighting Saul’s men or Phillistines/enemy nations that show up. Looking for intel across the map. Being in certain locations could trigger Bible story events.

 
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Topic: Game Design / Game Idea Possibilities

I was just providing ideas more on what types of games the site could use originally, and some in-game concepts, leaving it open-ended so people could use them with their own ideas more. However, I suppose I can provide some specific plot ideas. Here are some interesting possibilities that I’ll give more detail about:

-GAME NAME: Archaeology
INTERFACE: I’m thinking of a 4-part interface. The first would be a global map which takes you to different archaeological areas. The second would be a terrain you can interact with to try and find fossils and artifacts in. The third would be inside buildings such as a research lab where you can work on and examine what you’ve found with various tools for examination to be acquired, shops to buy materials from, village areas to interview locals at, etc.
PREMISE: You try and find archaeological artifacts around the world. Examples could include fossils, ancient civilizations, documents, etc. What I think would be cool is that when you find something and research it, it then shows pop-up links to the real-world discovery, news articles, scientific papers, etc. So you could have real-world discoveries with information and links to them in-game to be discovered. This could be recent discoveries over the past decade too, like A. ramidus, too. There should be a way of considering what sites to look at and where in the terrain to search also, a way of questioning experts or local citizens to find out information on where to look. It would be a fun way for people to look into the recent discoveries made in recent years.

-GAME NAME: Nation Developer
INTERFACE: There should be a world map to see information about other countries from and take foreign policy actions from. There should be a government control area for settings and taking actions relating to the country itself. There should be some kind of dialogue area for interacting with other country’s leaders, concerned citizens, the press, etc. – which could be visual and show either a scene or television with the interacting figure(s).
PREMISE: You control a small nation on a fictional world map, competing in multiplayer with other nations to make your nation the best. However while this can involve war, it doesn’t need to. In fact, war should have detrimental in-game aspects where both countries get weakened and vulnerable. There should be a large variety of political settings with which to design the country’s government model. Examples include political type (direct democracy, representative democracy, dictatorship, parliamentary dictatorship), minimum wage, business regulations (on CEO pay, business practices, etc.), trade (free, tariffs – and if so with whom based on what), freedoms provided (speech, religion, press, etc.), etc. As the country grows you get money to spend on infrastructure projects, technology, business grants, military development, etc. You can interact peacefully with neighboring countries and seek to grow peacefully, by convincing other countries to become territories (if multiplayer they could retain some independence but have to abide within certain settings like political type or minimum wage – thus attractive to countries of like type), economically, by purchasing other countries as land (perhaps NPC countries on the map), or through war (which would make one vulnerable to attack from others). There should be a lot of complexity and in-game effects from different choices – for example restricting press freedoms could result in populace anger and petitions/protests, a lower minimum wage could result in more hiring but money concentration among the rich and a higher minimum wage businesses failing and fewer workers hired, trade restrictions could result in more in-country business development but higher costs on materials, etc.

I tend to think of very complex game ideas though, so not many people would be able to do these justice, is my worry. You’d need someone who knew what they were doing designing the game. So I reserve the right to make my own game versions later if good versions aren’t made.

 
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Topic: Game Design / Game Idea Possibilities

If I wanted to spend that kind of time on it I’d just make the game myself. I have another project going though (writing a book) and don’t have time to devote to game design anytime soon. I’m not trying to convince people about a specific game idea so much as simply pointing out where I see openings for game creation on Kongregate and what some features I’ve thought of are. If game designers want to use that, fine, if not, fine too. This was just something I thought I’d post for any game designers considering game ideas, games I think Kongregate lacks and there’s a demand for. But if designers don’t notice I’m not going to be distraught by any means. Just thought I would share, nothing more.