Wacky Dungeon Battle Royal Discussion

SarasaKat

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Does anyone want to head this up? Also, what perks should we take right off the bat?

Signups:
[Giovanni] Rainbow Rocket Grunt - Reach
[Bob] Rithvik - Tank
 
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Rainbow Rocket Grunt

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I would like to play this! Also, since I've played this before, I have a pretty good idea on which perks are better for which play style

I would say that Tank/Turtle/Smelly Souls Fan are better for players who takes hits
Reach/Sprint are better for long-ranged players
Titan/Smith are better for hard-hitting players

and I'm not sure about Hoarder tbh
 

SarasaKat

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Damn boss's thread organization is unreadable af. Gonna just. Note this down:
HP: 20
Movement: 5
Coin: 0
Abilities:
Money: +1 coin/movement phase, +1 coin per successful counter or attack
Block: Stops movement through you. Must specify to use, but infinite use, increase chances of failing with consecutive attempts on the same space. This means you can back up one space and repeat the block maneuver and retain your 100% success rate.
Counter: Nullifies the most damaging incoming attack, and deals 2HP to the attacker. 2 uses.

Things of Note
  • Starting positions are random
  • There are random traps and events hidden in each room
  • Can buy either weapons, support items, or stat upgrades
From what I can tell by reading this, this game is a quickly snowballing one. You get everything your opponent has. That said, if something thinks they're about to die, they'll likely be selling their stuff, though if they can be caught after moving and killed when they thought they had an escape, that'll be nice. This game looks like it's hella about alliances too. We'll have to see where we spawn in before deciding who we want to be friends with.

Regarding perks, I think it's interesting that the tank perk gives more HP than the tank ability increase, whereas all the other ones are the same. I think Smith, Turtle, and Smelly Souls are the best. Smith bc lul like you'll ever need to upgrade damage again after getting that, and Turtle because the WIFOM with counters are fantastic, and Souls bc +10hp. You'd be an absolute fool to choose Tank though. There's no way you get max support item inventory before you take 10 points of damage, so Smelly Souls Fan is basically just a +10HP upgrade. It's also a wonderful thing you could use to potentially barter with someone, and it's something you can use to save someone else if you trying to make them love more.

If someone else wants in I'm entirely willing to give my spot, but for now I'm thinking if I go for this I'll be going Smelly Souls? Mainly because I don't trust the events in the labyrinth. Could be pretty easily swayed to Smith or Turtle though if yall think Smelly Souls is a bad idea.
 
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Calaf

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How long would each phase take? As in, how often do you have to be available to play? I'd be down to head this up too, but since I have to work all week and I haven't played this yet either, I wouldn't mind at all if someone else wants to do it!

As for the perks, I think either Smith or Smelly Souls would be best. Reviving a powerful weapon or having some free HP on you could really clutch the game. Otherwise, maybe Sprint could be helpful to run from some sketchy situations?
 

SarasaKat

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How long would each phase take? As in, how often do you have to be available to play? I'd be down to head this up too, but since I have to work all week and I haven't played this yet either, I wouldn't mind at all if someone else wants to do it!
It seems like the kind of thing you'd have to be on at least once every few hours for. This is what Boss had to say on the matter:
Instead of having to submit daily, you will be submitting every few hours. We want to update and make as many rounds as we can throughout camp to get the most results possible. If an action has not been submitted within each deadline, one of us will ask the cabin what the next action is so we can update to the next phase.
If a round is missed though, it wouldn't be the end of the world because the rest of the cabin can always pitch in should you not be around.
 

Rainbow Rocket Grunt

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Reach really wrecked me in the game i played

So I'm going with Reach
 

Rainbow Rocket Grunt

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4 left 2 down
 

SarasaKat

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3 left for rithvik
 

Rainbow Rocket Grunt

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Down 1 left 5

(low key fite me rn cabin 1)
 

SarasaKat

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Lulu gonna move right one

And if rith didn't submit, he'll go 5 right, one down
 
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Thundawave

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reeeeeeeeee too late
 

SarasaKat

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reeeeeeeeee given no warningggggg

This CAN be overridden but gonna just submit actions ahead of time just so this doesn't happen again:
Giovanni: Attack with fist, move 6 to the right
Bob: 5 right 1 down
 

Rainbow Rocket Grunt

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Right 3
 

SarasaKat

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BTW Lulu so youre in the loop - I talked to 2 about potentially trapping our friend JP in

Unless overridden, 2 down 4 left for Bob
 
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Rainbow Rocket Grunt

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Oh okay
 

SarasaKat

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Giovanni: 5 left 1 up
Bob: 5 right 1 down
 

Delta

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Giovanni: 2 Left, 3 Up
Bob: 2 Right, 2 Down
 

Rainbow Rocket Grunt

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Giovanni: 2 Left, 3 Up
Bob: 2 Right, 2 Down
There's 2 people on the same team there why would I suicide into that?

Left 1, up 2, left 3
 

Delta

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I Remember Kat Establishing An Alliance With Cabin 2 In The RPG, So Green Characters Should Be Safe To Be Around.
 

Rainbow Rocket Grunt

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Right 2
 
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