iggy hands you a glass of chocolate milk
Here, some choccy milk
beacause your epic
iggy hands you a glass of chocolate milk
Here, some choccy milk
beacause your epic
How do you like your crabs? 🦀 I like mine electrocuted by an undead dragon 😎
- Valkyrie Profile (PS1)
art of a pink red panda in two poses, one where she is raising her paw and the other with her back turned. another drawing is her as a chibi she's wearing a purple tank top, dark purple undies and stockings, Long socks, and a pink sweater.
it's Andi! she's a red panda
Nice, gratz on the progress!
So let me ask you
In addition to my comix I'm thinking of structuring my patreon around YCHs.
They always seem to do consistently well.
So a limited number of slots for patrons to auto buy. Others for discounts. Everyone gets to vote on which design
I do 2 a month with max 10 slots.
Vampire Crawlers is OUT NOW 🧛🍷
Master the Turboturn™️ and obliterate hordes of familiar foes with a chaotic hand of cards 💥
be tactical or play as fast as humanly possible... fate is in your hands
https://youtu.be/2uBGewEqOVg
in case you weren't sold on the project,
Oh uhm....yeah...if you are crying at the first few eps, it gets better/less gutpunchy but....there's still some real tearjerkers later. Though it also gets even prettier. I do love how the action scenes and some quiet/subtle animations are all -really- well animated.
Sale's still going til this Sunday! $1 off the current Itch price! Seven hot n spicy stories! With hotties!
Had some Thoughts™ about card games, decks, draws, and such while walking to the store, so gonna ramble a bit, mostly in relation to a thing I know I need to balance in my #mechbuilderTTRPG (but have handled entirely differently in the #deckbuilderTTRPG). Slow rambling 🧵
Magic is a slow ramp up, Sentinels focuses on different levels of set up per character, Mechbuilder is 'get your systems out, then maintain/counter'. It will take some adjusting to see the right balance of 'early ramp up draws' vs 'not being able to play anything and just waiting for activations'
So only 3 cards isn't bad in that context. You have a grid of systems to fill up with cards, but once its filled, you might want to swap them out here or there, play action/hack cards, or the like, but after your systems are out you just maintain.
The key balance here is a lot of the cards (the Systems) work constantly without needing new cards. They activate every turn, and do something (damage, effects, etc), or always are available to react. Playing a new system replaces an old one, it doesn't add to it.
There are some exceptions (React cards that you might save for things, or cards that would replace other cards and you like what you have out), but you want to play them if you can. In addition, the cycle mechanic lets you 'mulligan' throughout the game. Discard hand, draw that -1.
Right now Mechbuilder reads that you draw up to 3 every turn. 0 cards in hand, draw 3. 2 cards in hand, draw 1. This naturally incentives playing all the cards you can each turn, especially because if you run out, you shuffle discard into your deck.
The other major difference is MtG has 'decking' as a win condition. If you can't draw, you lose. Sentinels doesn't, you shuffle your discard into your deck (similar to Slay the Spire as well here).
The Mechbuilder right now operates in a weird middle ground where I'm not sure how the balance works.
Two notable differences is that barring card text, you only play one card per turn, and draw one per turn. You will have 5 cards every turn, no matter what. There are obviously effects that let you draw/discard/play more, and no hand limits (sometimes I've had 10+ cards in my hand)
(Magic also has 7 cards as literally the most you can have in your hand, you can't 'save up' cards forever).
The other major comparison I make is Sentinels of the Multiverse, which is a cooperative card game, but your decks are pre-set. The game starts with everyone drawing 5.
7 cards is probably the most you will have in the game, and its a high number because if your deck is well built on a mana curve, you will play two cards every turn (1 land 1 card at (Turn) mana cost). You draw one card a turn. So your hand slowly shrinks over time as you basically 'lose' one a turn
So if you've never thought about drawing cards as a resource generator/card game mechanic, the most basic one to reference (and the ur-example) is Magic the Gathering. You draw 7 cards at the start (and all of these numbers going forward are 'without card text stuff).
Had some Thoughts™ about card games, decks, draws, and such while walking to the store, so gonna ramble a bit, mostly in relation to a thing I know I need to balance in my #mechbuilderTTRPG (but have handled entirely differently in the #deckbuilderTTRPG). Slow rambling 🧵
Ameliance cosplaying 2B through the quests where you can dress her up. Fourchenault sees her with shyness and delight. The WoL walks in at the timing and offers him a matching cosplay of 9S. SGE nouliths shoot at the fleeing WoL as the arriving Alisae and Alphinaud wonder what happened.
While not a straight 'deal for power', my favorite deal makers (especially in my CAIN games) have been ones that tempt players to just....leave them be. They won't mess with you, are they even evil? They seem fine...maybe they even give you info. Your bosses say to strike them down, but...
Let's make a deal, I'm sure we can find out what your heart truly desires.
youtu.be/-7FjDcpTufQ
#MonsterWeek #DND #TTRPG #Worldbuilding
Food ¥20,000
Data ¥15,000
Rent ¥80,000
Dry Cleaning ¥360,000
Roses ¥150,000
someone who is good at the economy please help me budget this. my sailor scouts are dying
Ahh, that was the other side of the 50/50, or I guess Mother if you went weird with it :)
Tbf, injuries are temporary, you can use that whole health bar (injury+stress), it all heals up at the end. Its the Sin you gotta worry about :) Hope you have fun!
Nice! Binder?
Thats my conspiracy theory anyway
In this economy?!