I do this too don’t worry
the only setups that don’t have a basis in other sdgs anyways
designing around a gimmick is a good way to have your games be noted as Fun and Memorable if you can pull it off correctly
… and if you can’t, Fucking Sucked and Memorable For Sucking
imma be real my downfall 95% of the time is not being able to think of enough roles to fill a town
probably a product of designing mostly around macro mechanics
somebody on aops ran a genshin impact mafia game and it was really normal like 13p no gimmicks relatively vanilla roles iirc it was interesting
I have several games
99% finished, pretty cohesive (in my opinion), probably just needs fine tuning:
- Roulette (13p/30p)*
85% finished, somewhat cohesive, but probably needs quite a bit of tuning, given the concept:
- Smogon Amalgam (32p)*
75% finished, not cohesive at all, but most of the roles have been designed:
- Music of the Spheres 2: Incendiary Lemons (30p?)
40% finished, there are roles, but they’re basic, kinda redundant, not at all cohesive, and some of them don’t make the most sense flavorwise:
- Rocket League Rumble (16p)
Basically just scraps from which a few roles can be gathered:
- Generation 9 Mash (11 roles)
Asterisks indicate the presence of a Google Sheet for it.
Will there be abs
I should do this thbthtbhtbhtbhbthbthbt
not rn though I’m sleeeeeeeeeeeeeeeeeeeeeeeeep
or rather lack thereof