Thanks.
Thank you all players for joining me on my first solo hosting experience.
I really appreciate that you were all super friendly and nice to each other.
Your fair-play and handling of stressful situations was a highlight of the game.
Congratulation to mafia for their victory, I couldn't have asked for a better team to control Gill, Fire (Gaajel) and Ice (Asako).
Special commend to
@Asako for getting 0 votes, being best town and best mafia at the same time :3
Thank you
@Maryxxi for the back up, the avatars you made were so cool, I had to level up everything else to try and match it
And finally thanks to all the advisors, especially
@Lambu and
@Vandred, who invested time to think about the game and the balance, and use this opportunity to teach, without them it would have looked nothing like it did, also thank you
@Crescent Jinx <3
Mechanic.
Mechanic was inspired from my favorite gameplay mechanic in SFIII, the parry system.
It evolved a lot since I first started working on it, the Red Parry is actually just part of Parry, but I gave it a name to make it easier to distinguish.
The Ex Move, was added 1 day before start, to compensate for mafia losing a member (Rookie) that was supposed to keep them functional even with an unlucky D1 lynch, as a side effect, it also made the mechanic relevant as it gave town an opportunity to use Parry once they lynch a mafia.
Mafia is more fun for me when it is meant to be played as a team, so as this was a small game and nobody is expecting Lovers I decided to go all in on team.
Mafia players are under more stress than town, they need more mental fortitude to not break, they put in more hours and are the main distractions for all the players, without the mafia, they would be no game to play for the majority of town, with a good mafia, the game is fun and memorable. so they deserve some quality of life improvement, like not balancing the game in a way that makes mafia miserable under some circumstances (ex: D1 lynched escort, now detective is immortal, good luck!).
I may have overdone it tho, will need feedback on how strong this was.
It would take too long to discuss every detail.
Some objectives were:
- Encourage players to guess other's actions
- Reward players for playing well, win more.
- Entertain the host
- Something to do for passives.
- Give a sense of control over one's destiny, there is maybe always something you can do about a kill/block/investigation.
Some balance hurtle:
- Avoid situations were a mafia will be perma-blocked (perma-stunned
), by giving mafia Poisoner.
- Avoid mechanic nerfing Kills, in this case I made red parry a full counter to Parry, buffing actives at the expense of passives.
- Not enough players to introduce more offensive active roles on town side, to punish mafia's Red Parry actions and make Parry useful again.
Anything that could distract from the core concept was removed, no recruitables, no death miller, no hidden roles, no secondary roles (and sadly no temp roles
sorry James).
Future.
Maybe one day I can improve on it.
Meanwhile time for my planned Hiatus.
We Await Your Return, Warrior!