Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
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I really like how this contest is handled, good luck to all participants!
Board Game - Deluxe Edition!
Rule Handbook
The goal of the game is to win with as much money as possible. You can win or lose money.
If you go broke, you will get a blue coin that indicates you lost the game. You may continue playing for fun.
Monetary system is based on switches, and your space on board is marked with your golden coins. You will see how much money you have when the game finishes, which is 50 tiles.
There are various tiles that do different things!
Sparkling Tiles - These ones have pot of golds an rainbows on them, they grant you money.
Skull Tiles - These ones have chains on them for you to climb, you will have to play a mini-game.
Restaurant Tiles - You will see ice cream or fast food, you will lose money.
Switch Tiles - These are marked with both red and blue decorations, you will switch the board to the other color, and you will continue from there.
Ghost Tile - A ghost made of curse blocks, you have 1 minute left to live. Act fast and try to move ahead, or you will return back to the block. Don't forget the curse can spread to others!
Curse of the Riches - A greedy tile that makes you win instantly if you are extremely rich, or curses you in a way that you will lose your invulnerability, and have only 30 seconds left to live. If you fail to proceed fast enough, you will return to this tile.
Invulnerability Tile - This tile gives you invulnerability to death if you would like to get it.
If you get too much money(which is above 20 in switch value), you will start getting additional effects. Your team color will change, and you may obtain additional effects.
Once you reach yellow team color, you may levitate.
Depending on if you had died, if you are lucky, or even other things, you may encounter some special effects. These effects include but are not limited to:
Cake
Losing invulnerability
Increasing/decreasing the amount of money you would have won/lost
Don't let the rulebook confuse you, however you want to play to have fun is the right way to play.
CREDITS
There are too many to mention here over the years. This has been a long halted project, and would like to thank everyone that contributed to it. If you had helped, hope it makes you feel great that now this is released!
Does the "present" have to refer to 2017, or can it be a different time, with the "past" and "future" being relative to that other time?
Cindy age 2, 6, 10 incoming
I really think you need stronger arguments while presenting yourself. People on the forums tend to have tunnel vision over things and I don't think this really would change anyone's opinion.
This seems rather interesting, I would be more than glad to join!
AsurcH wrote:wow was i not supposed to get the crown before lev
It is an open exploration world, you can do what you want.
(originally you could even do the right part first but then I scratched it)
I would be most delicately pleased to have acquired those shiny crust minerals of yours(and contributers).
Can we please have autumn contest soon so I have a bit of incentive to build something before i dwell in my exams?
Try to make an extravagant path of mini with the least amount of eye rape and resources possible, also make it smooth and inescapably fundamental that is if carried out by the original outline.
Great work! I am really glad all of the judges have posted their reviews and the fact that this contest seemed like a huge improvement.
I would also like to point out in a certain concern about that amongst all three of you, you kind of have some extravagantly opposite ideas here and there. While diversity is more than welcome, these signs of opposite views amongst the judging display a certain lack of unity in scoring ,and thus leads to a lack of credibility.
If you want feedback or suggestions, I have sounded my opinion here. It is just like 7-8 lines. Or if you are too lazy to click a link i will just quote it here
I agree that these contests are a huge drama dump every 3 months, but it isn't necessarily because of the contest, but because of how rewards are presented. You are designing a game for children and then compete them with each other and basically select a privileged little group and give out the message to all others "You suck" which I believe is just another way to lose more of your audience for this game. Instead, what you could have done is to set up a threshold score limit, and give any level that has passed that threshold a reward. After that point, give out extra rewards if a group has successfully scored more points. After all is done, you can announce who won most points, and people won't even be this mad, because you are inherently taking precautions on 90% of the cause of all these discussions, which is why people think their level has not been rewarded.
Keep up the good work, I hope it will be ever better on the next contest!
Thank you for your hardwork throughout the contest, and the way you designed this post in specific!
Can you judge mine but also add explicit commentary to explain what I specifically could improve(literally anything) to make my level more enjoyable?
AsurcH wrote:Can we vote for less than 5 competitors?
are u only doing that to vote for one level ( ͡° ͜ʖ ͡°)
Maybe? (:
Can we vote for less than 5 competitors?
To be honest, if you really want to make a campaign based off a contest, of course you would put in specific ones that you want to use in your campaign for the community to vote on. It is quite inexplicably sad that this is all my eyes can see for this specific case.
I agree that these contests are a huge drama dump every 3 months, but it isn't necessarily because of the contest, but because of how rewards are presented. You are designing a game for children and then compete them with each other and basically select a privileged little group and give out the message to all others "You suck" which I believe is just another way to lose more of your audience for this game. Instead, what you could have done is to set up a threshold score limit, and give any level that has passed that threshold a reward. After that point, give out extra rewards if a group has successfully scored more points. After all is done, you can announce who won most points, and people won't even be this mad, because you are inherently taking precautions on 90% of the cause of all these discussions, which is why people think their level has not been rewarded.
Note: tfw i posted this on wrong topic
wtf how did asurch not score
To be fair, I think there are a few reasons
- Signs usually interrupt gameplay because you have to jump
- The design is somewhat tedious, and could be improved a lot
- It is very easy to get lost believe it or not, since there is almost no vertical progression.
- And most important of all, which is also kind of hard to explain is the general level layout. If you look at majority of successful worlds and the contest winners, you can see that their designs show a somewhat particular similarities. These similarities can easily be mimiced and will improve the gameplay, the balance of negative and positive space a lot. This is not necessarily a bad thing, and in fact, it helps players focus better on gameplay, thus feeling a better experience overall. I, myself, have almost never taken consideration of this and I usually never design my worlds around it, but as you see, it is a rather popular design. I didn't really play almost any of other top 20(if 20 that is), but there are a few I know and they are designed around these ruleset. That is also why indeed I think they did a great job and had a very enjoyable time in those levels. I believe we have even started revolving a meta around this, since for last few years the average type of gameplay and minigames haven't made sharp turns around like back in 2011-2012.
Or perhaps the other levels just had higher scores in general, better luck on autumn I suppose, if I will ever manage it. Thanks a lot for the love and support tho
Team Name: Nobody Appreciates Novels Anymore
Members: Asurch
World Url: http://everybodyedits.com/games/PWzrFyl7QvcEI
For me, difficulty is totally separate from the amount of tries you are wasting on a minigame. Difficulty, in my opinion is determined by how easy you can figure out what to do. If you can't beat a minigame after a couple of good tries, that doesn't necessarily mean it is hard, but most certainly means it is meant to be designed either that way, or so poorly designed that the world maker doesn't even care anymore. That, of course, is more related to the topic of what rage factor is. So to sum up, maybe I also can provide a useful chart:
Easy: The minigame is straightforward, there aren't so many things to experiment on it.
Medium: The way you do it might be the right way, but you might be missing a slight detail.
Hard: Even though you have jumped about 6 years until now, you are not at all sure on which way to try first in this minigame.
I will be long below ground before i recognize any other meme difficulty settings that everybody edits had put in campaigns. A door is either open or close, also the whole difficulty scale is a scale itself, so either a basic scale for the sake of simplicity, or a level bar kind of thing would be most suitable.
Team Name: Nobody Appreciates Novels Anymore
Members: Asurch
World Url: http://everybodyedits.com/games/PWzrFyl7QvcEI
Thank you very much for the ratings Kira. Although I didn't even obtain an honorable mention, and am kinda salty about it, I really appreciate the high scorings. I didn't know what else I needed to do to get a place, but then I saw the several 10/10s on your list too, so oh well. I was very sad that I didn't replace, and kind of promised myself to let go of this game, if I don't get any mentions in this contest, since the "win" chance was actually very high. However from the positive feedback you gave, you made me realize that there might actually be a somewhat small population who does enjoy my creations. Maybe after all I will stay clinged still.
Also I agree with the discussion going on in this topic, I respect your choices, but I wish the communication we got throughout the contest period was actually meaningful.
Queen size
AsurcH wrote:I'm not a cop.
Are you an undercover cop?
Yes.
Edit: No.
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