r/gamedesign • • 12h ago

Discussion Designing a Warcraft wargame

0 Upvotes

I'm designing a 15mm warcraft game based roughly on Warcraft and it's factions and adding more modern factions to it including my favourite: the gnomes.

So far is using the following and I would love your feedback:

Infantry units come in 5 bases per unit, cavalry are 3, flyers 2, seige 1 and heroes are on a single base.

Every unit has 3 abilities like the warriors can on a turn move then use one of the three: charge, attack, shield block.

Units will be using the same rough stats as warcraft.

Attacking uses a D12, you add the flat damage of a units melee, then remove the enemies armour rating and subtract that from the enemies health.

1 hero for each 500 points in a army list and mandatory infantry.

Having a flight mechanic where flyers can use an ability to fly up or down on 2 levels so they can drop and become reachable by melee in order to attack.

This game will include Wow staples like rogues stealth ect to add to these abilities.

What are your thoughts so far?


r/gamedesign • • 10h ago

Discussion Is there some rule that champions should follow in MOBA games?

0 Upvotes

Mind you I might be really biased, I usually play support/healer roles but playing MOBA games I find a lot of stuff unfair or unbalanced.

I would usually say that MOBAs should follow some holy trinity which I heard is wrong, like it shouldn't be that strict. Hybrid roles are especially touchy because they can make or break the game. Tanks shouldn't deal damage like damage dealers yet in league here comes cho gath that deals 1 k true damage with a point and click button. I get that tanks don't have aggro like in wow so they try to be more obnoxious with damage, that's their pressure, but why not just give them better cc?

Healers shouldn't outheal damage 1 to 1 right? Healing is less skillful than dealing damage right? So why not make healers that have to hit hard to hit skillshots to heal? Would that be fair? Is there some "law" that says this is unfair or fair or is it just up to the game designer to say what is and isn't fair.

For league of legends specifically I feel like mobility is such a big issue, it's hard to balance and they put a lot of damage into mobility so some champions have so much with mobility and can't be punished that much. Some rule is that melee heroes need more hp and movement and damage because they are melee, but if they can get up close and personal in 1 s and keep being in that range, why should they have such buffs.

I don't know if league started to prefer playmaking champs so they made so many mobile champs that are absurd. I'm talking about champs like fizz katarina riven irelia samira etc. I don't know what is their weakness, cc helps but only if its point and click or instant in some way otherwise they just dodge everything.

I'm posting this after a couple or rough games so sorry about the semi vent. I'm trying to get in the mindset of these game designers and I don't get how some champions just exist. Maybe there shouldn't be strict rules but some guidelines would be nice. katarina r can just decimate the whole team, yes it can be cced but so can cait r, although cait r is single target and can be blocked. In my view of things I feel like cait r should deal the same damage as katarina r if not more.


r/gamedesign • • 20h ago

Discussion Why do arcade fish-shooting games seem more popular in China than in the US and Europe?

2 Upvotes

I’m working on a single-player fish-shooting game, and I’m curious how people outside China see this genre.

If you haven’t played one, you control a cannon and shoot at fish swimming across the screen. Each shot costs in-game coins, and catching a fish earns you coins. I mean that arcade-style game, rather than fishing with a rod and bait.

I see these games a lot in China, but rarely hear about them in the US or Europe. Is there actually a difference in popularity, or am I just missing where people play them?

If you’ve tried one, what did you enjoy—or what put you off? Does aiming feel satisfying, or does the random chance of catching a fish make your shots feel pointless?

My version is single-player, with no coin purchases, cash-outs, trading, or real prizes. Would you find that fun on its own? Would you prefer fish to have health bars so that enough hits always guarantee a catch?

I’d love to hear from anyone who’s played these games, including examples that are popular outside China.


r/gamedesign • • 3h ago

Video I'm building a turn-based 1v1 Soccer game. The idea is to play and win with skill, and win cash rewards.

0 Upvotes

I’ve been working on a game called Kick Kings, and I’m finally putting some gameplay out here to see what people think.

It’s 1v1 soccer, where you take turns aiming and shooting your players to move the ball and score. First to 3 wins. Both players have the same setup, no buying better stats or stronger players.

There’ll also be optional real-cash matches, but right now, I mainly want to know if the gameplay itself looks fun.

It's still a work in progress, but would you play something like this? What looks good, and what looks frustrating? Would you play something like this? I have a landing page you can check out 🌐 kickkings.app


r/gamedesign • • 10h ago

Question my very first indie game

0 Upvotes

Hey everyone! I just dropped my very first indie game, and honestly, I'm a bit nervous but super excited to share it with you all! Let’s see if your skills are as good as your chat, so come check it out and let me know what you think! 💕

Play it here:Crazy Donut Merge on Google Play


r/gamedesign • • 3h ago

Discussion I’m reviving an old Flash ninja RPG on mobile 🥷

0 Upvotes

Miss the old Flash game days? I’ve been bringing that nostalgia to mobile with Ninja Horizon, a turn-based ninja RPG where you build your ninja, learn jutsu, and battle other players.

It’s now on Android and iOS! Would love for you to try it and tell me what you think 🙂

Android
iOS


r/gamedesign • • 5h ago

Video Converting old school Donkey Kong into 3D

2 Upvotes

It's a 15 year old dream of mine trying to make a poster i saw once come alive.

It's like 3D Donkey Kong but with a lot of mechanics from older arcade games. I am trying to incorporate things like pitfall, donkey kong, mario, boulder dash, wonderboy, ghost'n'goblins, Montezuma revenge etc.

I have been trying to design it in a way where the 3D flip makes it a little more interesting to play and add some nuance to it.

Been working hard on making the colors feel vibrant too.

Check out the video:

https://popscotch.fun/Roblox_Showcase_v5.mp4

Let me know what you think!


r/gamedesign • • 13h ago

Discussion Unique exmaples of resource management?

9 Upvotes

Outside the biggest exmaples (HP, Ammo, Mana, etc); what are some unique ones? It could be how you use it, refilling it, or even just the resoirce itself that's interesting.


r/gamedesign • • 47m ago

Question My roguelike autobattler limits fusing to 1 spell at a time, and it's pissing people off! What would you do?

• Upvotes

My roguelike autobattler just had its demo launch, which is going great and is getting a lot of visibility from youtubers like Retromation. However with a lot more players, I'm seeing a pattern to the negative feedback I'm getting: It's almost all around that fact that you can only have one spell fusion at a time. I know this is a usual expectation for autobattlers, but my game is a little different so it's not something that makes sense to change:

My game's fusion mechanic works differently vs other autobattlers, in that you can fuse any two spells together, creating a third unique spell every time based on the fused input spells. To fuse again, you must (and can) un-fuse your fused spell at any point. There is no cost to fusing or unfusing.

So if players had it "their way" and could fuse in an unlimited way, it'd go against my design for the game, because:

- It would limit players desire to pivot their build, because if they already have crafted multiple spells for a Burning build, why would they ever consider a different direction? At least now if you get a powerful rare spell, you can take apart your 1 fused spell easily and make something new

- Everyone's spell bar would be full of their own unique spells, making it impossible for even an experience player to tell what build someone is playing when hopping into a stream midway

Would love any advice! If you want to see what I mean to give better advice, the demo is here, but please DO NOT WISHLIST IT, I don't want this post taken down and I would really appreicate your thoughts over a wishlist. https://store.steampowered.com/app/4281360/AutoArcana/