BRO!! This is geuninely insane and epic!! This seems like a legit idea, you should show it to one of the debs, and they will hopefully (probably) add it!
- Item idea - *Sling shot* Upon use, you will control a bar in a vertical rectangle with a spot that moves inside To time it, you need to make the bar stay in the spot for some time, making the shot go with max strenght This ability pierces 1-3 enemys depending on how well you timed it - Mark shot - Shoots a bullet that, upon impact with the first enemy it hits, will place a target on his head, making the enemy have -2 defense - Mp cost : 6 - Weakining shot - Deals less damage than the normal shot but, in reward, enemies hit by this will have -1 damage for 2 turns - Mp cost : 5 - - Firecracker - Shots a bullet that pierces one enemy less, but, after the last enemy is hit, it explodes like a bomb but a weaker version of it ( 1 damage) and sets everyone on fire for 3 turns - Mp cost : 5 - Uses for Map - Has a bigger range than super ball - Can hit targets and buttons - Can aim upwards
a bit more of an expansion on the idea: - makes ALL minigames harder, and Sword ability (excluding toss) is disabled, cuz like, theres a wall infront of you? it would be hard to see your opponents like that
@@spikeytortle595 i think the wall wouldnt break but get damaged, cuz the bomb and the wall is still far from each other but i dont know if it would be necessary bc the bomb still dont damage the players
@@thelocalguest a better idea is that when you use bomb and break the wall the flying bricks have a chance to hit the enemy and deal bonus damage (1 damage Evey Brick and max is 4 or 6)
Instead of card ideas I will do item ideas Fries: Restore 5 hp and 3 sp (cost 10 tix) Rice: Earn 5-9 sp and regen 2 hp for 3 turns (cost 27 tix) Turkey Leg: +2 defense and +2 attack for 4 turns (cost 50 tix) Lollipop: Heal 10 hp and 8 sp but be exhausted for 3 turns (cost 20 tix) Chicken Noodle Soup: Restore 15 hp and recover from status effects (cost 40 tix) Nuke: Instantly kills all enemies but will only deal 15 damage to bosses (cost 80 tix) Carrot: Gives you +3 attack for the rest of the battle (cost 58 tix) Cupcake: Restore 5 sp and 15 hp (cost 40 tix) Yellow Bell Pepper: Restore 10 hp and burn enemies for 5 turns on your next attack and recover from status effects for 3 turns (cost 46 tix) Red Bell Pepper: Burn all enemies for 3 turns (cost 15 tix) Green Bell Pepper: +2 defense for 3 turns but get burnt for 2 turns. (cost 13 tix) Orange Bell Pepper: Restore all of your teammates’ hp and sp excluding you. (cost 46 tix) Lemonade: Restore 4 sp for 5 turns. (cost 25 tix) Water Bottle: When you drink this, a random buff happens to you. You can drink this only 4 times. (Cost 56 tix) Slice of Pizza: Restore 7 hp. If you have a whole pizza and a pizza cutter, then you can cut yourself a slice. Steak: Restore 12 hp but chew it first for 2 turns (cost 18 tix) Forbidden Potion: Either get a great buff or a very bad de-buff (cost 20 tix) Pumpkin Pie: Depletes 3 hp to one enemy you pick (cost 7 tix) Poisonous Cake: Why would you eat this? Depletes 5 hp to yourself. (Overworld Item) Grapes: Restore 6 hp and 2 sp. (Will be added to fruit shop and cost 9 tix) Orange Juice: Restore 4 hp to all party members and cures burn. (Cost 4 tix) Donut: Restore 2 hp and 15 sp. (Will be added to Iron Cafe food menu and cost 21 tix) Waffle: Restore 6 hp and 6 sp. (Cost 6 tix)
-( Item Idea )- *-Bow n arrow-* When you attack with a bow n arrow. you have to tap a circle really fast to ready the arrow. if you failed to tap the circle. you will deal 1 damage to yourself by accidentally shooting yourself. if you successfully tapped the circle. it will shoot once at all enemies doing 1 damage and an arrow effect doing 1 damage every turn. has a 50% chance of deflecting if it is an armored enemy. Doubler is passive. it makes the bow n arrow deal 1+ more damage to enemies. you can stack this up to four. dealing 4+ damage. but the more doubler cards you use. the more you have to tap the circle. 1 doubler = 10% more. 2 doubler = 20% more. 3 doubler = 30% more. 4 doubler = 40% more. Color changer is just a card that allows you to change your bow and arrow color. more at 10 likes :)
for the wall push you could make the wall be kicked by you and spin towards the enemy for firewall have each brick placement make a small flame effect increasing the intensity each brick places
Item Idea: Paintball Gun Regular Damage: 2 Boosted Damage: 3 Can hit flying enemies. When using it, a white circle and a red mark will appear. Get the red mark onto the white circle to deal extra damage. *Blind* Aim right into the enemy's eyes, giving the Blinded effect to them. The Blinded effect gives all attacks a 50% chance to miss. Cost: 3 SP, 1 BP *Auto Fire* 4 red marks will spawn. You'll have to get them into the white circle to actually shoot, otherwise you won't shoot. All shoots do 1 damage. Cost: 4 SP, 2 BP *Fast Shot* Quickly shoot at the enemy, causing them to get dizzy for 1 turn. Cost: 2 SP, 1 BP Other Cards: *Easy Mode* Make the game easier, but gain less XP + Enemies are slower + Enemies deal 10% less damage -40% less XP gain Cost: 0 BP *Ranger* +All ranged attacks deal 1 extra damage -Disables all melee options Cost: 3 BP *Undying* Revive yourself when you die *once* -1 less damage Cost: 2 BP *Salvage* You can use any item twice -35% less item power Cost: 4 BP *Self Destruct* Explode upon death, dealing 5 damage to all enemies -Cannot be revived when you die Cost: 5 BP *Money Maker* +35% more Tix when winning a battle +1/500 chance of getting 1 Bux when winning a battle Cost: 4 BP
I want to make a sort of Modded Block Tales where you can match up against any enemy you want and be any level you want. Shouldn’t be getting a basic system down as I have a lot of programming experience, but recreating that block tales feel might be difficult.
tactical trowel: throw your trowel to targeted enemy, the trowel will comeback to you and if the player makes the crit player holds the trowel and throws the trowel to an another enemy
There should be a "tall wall" card that makes the wall that allows you to get 7 bricks placed and you'll have the ability to hit flying enemies if you get up to 7 bricks placed (does 2 damage to flying enemies, while the 2 bricks are gone)
concept: speed coil (card) [passive] boosts your speed (can be bought by the card dealer for 120 tix) concept2: Take one for the team (card) [3 bp] In a party, make the enemy attack only YOU [costs 5 sp] concept3: Relentless (ability) Attack the enemy 3 consecutive times with the sword but you still have to time each [10 sp] concept4: Gust of wind(Item) Blow the enemy away dealing 1 damage and the dizzy effect for 2 turns(can be bought at another island) concept5: Darkheart(ability) Make yourself heal by the amount of damage you deal to a enemy for 5 turns
Great card ideas, and I would like to pitch some ideas. Exploding Walls Type: Passive Cost: 8 BP Makes walls that collapse explode and deal damage to whoever destroyed them (with melee attacks of course) to take damage equal to the health of the wall., and makes Crushing Wall explode upon impact, damaging the first target it hits and everyone next to them for reduced damage. Reinforced Wall Type: Active Cost: 6 BP, 5 SP Create a wall that is twice as strong of a normal wall, with 2 HP each successfully block, up to a max of 10 HP. But it has a cooldown upon destruction of 3 turns so you can't spam it. What do you think? (Both vid creator and the comments)
Ice wall: Creates a wall of ice that freezes enemies that attack the wall + freezes enemies for two rounds The health of the wall is 1 + number of successful bricks placed. The maximum is 5.
Idea for extra sword abilities (first moves are the same things the swords do) Ice dagger -Refreshing heal Heals 5 hp and 4 sp -Freezing stab The action window for sword appears, successfully releasing it in the green part will deal +1 damage and freezes the enemy for 2 turns, deals 3 damage without aiming. Can only hit the first enemy -Freeze beam Point the ice dagger forwards, creating a beam of ice that deals 2 damage and freezes for 2 turns Venomshank -Venom burst Slashes, creating a scabbard that deals 3 damage to every enemy and poisons them -Mutate Stab yourself and take 1 damage and poison for 2 turns but you gain +1 damage, gain 5 sp and poison enemies for 3 turns, effect lasts for 5 turns -Toxins The action window for slingshot appears, successfully clicking it to the max will throw 4 toxic spikes at each enemy that activate when the enemy moves to attack any member on a party, deals 1 damage with poison that lasts 5 turns. Failing to click all the way will only throw one spike at a selected target Ghostwalker -Cloak Become harder to hit for 6 turns -Guard break Become invisible and attack a selected enemy, lowers their defense by 2 and lowers their attack by 1 -Unexpected slash The sword action window appears, releasing in the green part will have the user turn invisible and hit each enemy in one slash, but only the first enemy will take more than 1 damage Failing to release in the green part will result in less enemies getting damaged, the closer you release the bar at the green, the more enemies you damage Firebrand -Burning slash Deal 4 damage to the first enemy and burn all enemies for 6 turns -Firebird Rise up on the air and hit a selected target, burns them for 3 turns and deals 1 damage + burn for 2 turns to every other enemy -Hellfire Sacrifice 5 hp but you give 3 turns of burn and extra damage for 6 turns (leaves you at 1 hp if you have 5 or less and enemy’s attacks don’t do damage for 1 turn) Sword energy reqs: Refreshing heal 1 bar Freezing stab 1 bar Freeze beam 2 bars Venom burst 1 bar Mutate 1 bar Toxins 2 bars Cloak 2 bars Guard break 2 bars Unexpected slash 2 bars Burning slash 2 bars Firebird 2 bars Hellfire 1 bar Ghostwalker is confirmed to be the next sword and Firebrand will probably be next
Idea for coils and hyperlaser guns Coils There are different coils each doing different things, coils are attached on the arm as a visual in battle and out of battle -Speed coil Extra speed out of battle and faster dashing speed Increased dodging window -Gravity coil Higher jump height out of battle and action window is larger (slowed for sword types and dynamite types) -Fusion coil The benefits of both coils but you take +1 damage from all enemies Hyperlaser guns Obviously not gonna one shot but has a one shot mechanic, the color of the hyperlaser gun is changeable in settings Deals 2 damage to a selected target, clicking before it hits will shoot again at another target, but it’s randomized and will deal more damage If the target has a total hp of 4-6 it will be one shotted but you take 1 damage Extra abilities -Hyperlaser rain Costs 4 sp, deals 2 damage to all enemies and burns them for 2 turns -Triple shot Deals thrice as much damage but can only hit one target, costs 3 sp Hyperlaser gun colors -Red -Blue -Green
my idea to trowel: trowel will be a card and will replace the ball(0 sp) OR be set in "others" firewall and crushing wall should be 1 bp and 2 SP lasting for 2-3 turns(only for defense) when used, you're unable to use any ground attacks, only range attacks. new card named "cold wall" when attacked by enemies, deals 1 damage and gets freeze for 1-2 turns
Unbalanced card Ideas: Hyperlaser gun Cost 20 sp to use Can oneshot any enemy Can only be used once in every battle Subspace tripmine Turns everything pink Deals 90 damage 90% less damage to enemies with no defense
what i think ante up will do to this : build - +1 wall hp but if action command missed will not work crushing wall - +1 damage,same downside as build if action command missed firewall - +1 fire damage and enemies burn for an extra turn. as always, has same downside as build if action command missed