It is sort of meant to be a campaign for level 1 to no real set limit.
It is also woefully underdeveloped, so let's see what no real set limit page count will do.
Thank you for the time and effort, very much appreciated.
I understand tinkering with death mechanics can be a bit contentious, though since how it's done in Galaga was so unique, I felt I had to do something with it.
And yea, maybe 8+1 castles is a bit much, needing to dress them down as much as possible to make them fit was a tough call. Maybe even the wrong one; but then again, SMB-LL had that special 9th world I wanted.
There wasn't much room for all the castles, I hope the vibes carry through enough at least.
All combat was straight out of the games, all three games are basically nothing but combat and some platforming.
I suppose this could be a 0=death thing. Perhaps the term "corpses" was a bit too extreme, but anyone unable to fight, unconscious and unobserved would be taken away.
Thank you, the promotion was from Galaga, and it's just a thing the bees do, except into three bigger ones. That would obviously be too much. It's probably too much already, but the numbers can be tweaked by the DM if it's clearly a bit too much for the party as is.
I'd make treasures if there were pages left, there's bound to be a use for the fire flower. As for the commoners, they're based on the Toads, which don't have much goin on on their own unlike in SMB3's kings, but if this were developed further then definitely.
This game feels just right, graphics are nice, music is good, maybe the grass and vines are a touch confusing, but it's manageable.
Pure RNG combat makes me not want to engage with it at all though. Running is as much a gamble, so I'll just do that. It seems pointless to enter the final fight with full chips anyway.
I made some money, Dicky is happy. I'm happy for Dicky.
A fun little collection of games. I think I'd like it better if there were no actual luck-based ones. It can feel really cheap if at 90% luck you still lose, but I suppose that's the nature of the game.
Solid graphics and great sound though, feels really good.
I got bubsied when I rolled 777, increasing knockback, and getting pushed into a hole and respawning on top of the enemy that pushed me into it.
Other than that, it sounds nice and it looks nice. The sprites are maybe a bit too big such that you can't really see, or hit enemies off screen while they can snipe you from across the level. I do think the background is maybe a bit too noisy sometimes, but it does look appropriately glitter.
The entire concept of threshold and how to read the numbers on the cards is somewhat vague. I mostly ignored it and accepted cards just sometimes didn't trigger and that I'd have to make peace with that. Same with high roller, I guess sometimes my cards just do some extra damage, not entirely sure how much or why.
Hand size increase feels kind of necessary if you're going for shadow seals. I'm sure you know better than me what happens when you apply two to a card, I haven't tried it.
That's a lot of palettes. I counted 23 and they're all good. Graphics are really cute and gameplay flow is clear after a little while (the intro doesn't tell everything you'd want to know). Really liking the seal mechanic, it makes making a very overpowered deck maybe a bit too easy though.
Growing your hand to beyond the screen is a bit of an issue and of course the lack of music/sound really hurts.