What do you want from Polytoria in a possible future? (Image kinda unrelated)
▲ 175 r/Polytoria

What do you want from Polytoria in a possible future? (Image kinda unrelated)

Personally if there is one thing I want Polytoria to have, it'd be that I want it to implement animating rigs like a native Moon Animator paired with the idea of possibly making importing game-only models/meshes for free (Or at minimum have a certain limit for non-subscription users)

u/Jayodit — 5 days ago

Tbh, I feel like Jack Noir doesn't need drastic changes but I feel that out of all the Pursuitcore killers, he should be toned down a little without getting rid of stuff like his combo

If there's one thing I love about Jack Noir, he feels almost close to how TD killers could be balanced, but the one huge pet peeve I have with this guy in is that his moves feel WAY too punishing for when you generally go up against him

I love his concept of having a combo M1 (if in general his fighting game esque moveset to some extent), I love his dash that if lucky can be combo'd if you find good space to use it, I find the concept of Red miles satisfying to save up and while brain-dead as he is to use he's lowkey my favourite terminator to use when I feel like I'm about to lose it with this game

BUT what I don't like in his general execution is that I feel that he has few drawbacks once you know the moveset too well and once again, going up against him feels like how some people describe PC2's balancing

Jack Noir feels like one of the devs felt too sick of current TD games being too survivor sided and make the balancing of the Terminator cracked while putting the cost of him the highest which feels like a band aid instead of something more well balanced

Personally, I feel as if Jack Noir should have a gimmick where he deals mostly temporary HP to most of his special moves or perks (think of the zombie M1's) instead of permanent HP; something like the first M1 hit dealing permanent damage with the combo M1's being temporary damage.

Overall, this is my take on Jack Noir's balancing. I feel his moveset is interesting but should be rebalanced in general with simple changes

u/Jayodit — 13 days ago

Curious, but what is mostly everyone's opinion on Gilly734 perchance?

Nothing fully deep, but I just thought I'd make this post since he's quite popular in the Roblox ASYM community

Personally, I don't fully agree with most of his takes imo

u/Jayodit — 21 days ago
▲ 14 r/OutcomeMemories+1 crossposts

Came up with this today, since I always felt TD/OM classes felt really weird with normal ASYM classing (while also single-handedly thinking that most classes most ppl do feel too nitty gritty in general)

I am welcome for changes to this concept, since this is overall a rough idea based on the fact that most of the survivors are just stunners in general, therefore created this to consider the idea of people having a better labels at TD-esque classes

u/Jayodit — 27 days ago

Y' know, the more I think about Torque's design, the more I think it was missed opportunity to make him a bug in general (Semi-fanart, since it's a concept)

This is mainly due to Freedom Planet in general having a huge focus on non-humans in general and it somehow fits the idea of him being a pilot/good with technology; stuff like him scurrying around equipment or busting out wings to help him stabilise the flight of his hoverboots (while also paralleling the attack brevon does in phase 3 of FD4)

Plus, no one will convince me that he's better as a green man (aside maybe shitposts). So I made the edit to go with it (Tried to keep him alien-like in the edit while making him an ACTUAL "animal" to still fit FP in general)

You are also free to make fanart out of my concept

u/Jayodit — 29 days ago

What is/are your main gripe(s)/pet peeves with the few Sonic.exe The Disaster-esque games as of the post's making? (Image unrelated)

Note when I say this, I broadly mean Sonic.exe ASYMs and ASYMs inspired by The Disaster that include no stamina system and is all about pulling off abilities to hinder killers/support survivors

Personally, I feel as if a lot of the balancing in TD-esque games are generally very survivor-sided with it always bugging me due to it being rare to win pretty much any match in general for the killer side

Revivals are really neat in general, BUT I have always felt that whenever a lobby's size reaches its near max around rather six or seven (no pun), it's just generally painful to get any kills especially if the team is a just too good in general bringing the gameplay down tenfold

The only game I would really call almost tight with balancing is Pursuitcore, and even then I kind of find Pursuitcore unbalanced in areas, with the occasional survivor stacking just being kind of whack, paired with killer gameplay still being sometimes gruelling (especially with its general revival mechanic)

Call this a hot take but personally, I feel that a lot of TD-ASYMs should have stricter player-count with the count being at around 5-6 players in general, as the revival gimmick feels too powerful balancing wise especially when there are good teams at play but that's just my opinion from playing a bit too much of stamina management games in general

u/Jayodit — 1 month ago

Rough concept for a class in my head: The Cannibal/The Rabid (Feel free to give ideas/changes to this)

https://preview.redd.it/nzzzxrrr13ch1.jpg?width=816&format=pjpg&auto=webp&s=a466851157ad8e95ace262cab07abb9bd0299ef4

So, the rough idea design-wise is that you are basically a weird subspecies of anomaly akin to how both the intern and Cursed Photos look, but the character design-wise basically looks deliberately goofy with photo-shopped eyes edited to be derpy in general (Think bilateral exotropia for reference)

Basically, The Rabid plays like a half-challenge half-new gamemode class where it can't use items paired with a sanity cap of 40-50% starting out as their max sanity no matter the LV; having passives that basically make some functions be detriments to them while having some new gimmicks in place. Here are them:

  • First passive: Coffee and chocolate bar "insta-kill" you
  • Second passive: The shutters take away -10%/-20% sanity if you perform it yourself, due to the noise of it being loud contextually
  • Third passive: The normal weapons don't work or have an altered use
  • Fourth passive: Okay, every gimmick is altered

The main gimmick of The Rabid is that you want to deliberately "fail" tasks or get yourself into danger to maintain sanity. Here are some ideas:

  • Example #1: Instead of trying to close the shutters with anomalies, you want to accept them before mistreating them with the wrong ingredients causing them to die. After that their body will lie in place, before another prompt comes up saying "Devour them" which upon doing so will give you +5%/+10% sanity (You can be creative with what the text says)
  • Example #2: When a anomaly turns hostile after treatment, you want to fight it and a mini-game commences that's similar to something like the heart monitor one but timed under 10-15 seconds. If you win the minigame, you'll eat them and gain +15%/20%+ sanity but lose and you will instead die or lose a lot of sanity by about -30%
  • Example #3: Instead of using the fire extinguish like normal, you will instead drink the foam before rather puking the foam on rather the patient on fire or in a room covering the entire. Here, you or another person are forced to do one of those mobile cleaning games of flicking your mouse/fingers to clean the mess you've made until you rather clean the room/person

Idk about what other ideas I should give, but that's what I have on my rough paper. Feel free to give me ideas/expansions for this concept in general. I haven't played a lot of this game, but I got really invested in the classes in general + It'd be cool if there were drawings of this concept : )

reddit.com
u/Jayodit — 1 month ago

What is everyone's ASYM confession/hot takes? (Be respectful please)

Here's mine, and it's a hot take: I believe that most non-juggernauts should have a tighter limit to a server size depending on what the power of the average survivor is in general

Personally, I feel that anything above five/six players especially in TD-esque games feels overkill and feels destined to be survivor-sided unless there is overall compromises or the fact that survivors themselves are anything but strong

I feel this problem is a lot more common in ASYMs that are Forsaken-esque where unless you're cracked at killer gameplay, you're very likely to fumble a lot maintaining the power role especially when the game allows survivor stacking

Sure, ASYMs in definition are supposed to be unbalanced but I feel the best and most tightly balanced ASYM rounds personally are the ones where the survivor count is around six or below as it feels challenging for both sides without feeling one side has over another but that's my personal debate you can rather freely agree or disagree on

u/Jayodit — 1 month ago

Small confession: I personally think term "Rushdown" for killers in fast paced ASYMs is fairly if not completely useless (Image maybe related but still unrelated)

Why? Well, it's pretty simple. It's because technically every killer is mostly fast to make up for gameplay that focuses on fundamentally rushing down and pressuring the survivors in general

With slower paced ASYMs like Forsaken, I think it's usually fair but if anything, it usually leads to the acclaimed "80% killers in all ASYMs" being easily labelled as primarily rushdown (or rushdown grouped with another type) because they're rather using the general ASYM labelling of one dash in moveset = rushdown 100%, instead of considering the idea of excluding the term, due to it being generally baked into said game

IT'S DUMB, if I am being honest, this term should honestly be generally ditched in favour of it being divided into different sub-categories called rather "Aggressive/Aggressor", "Combo", "Chaser" or "Melee" if I were being frank. Mainly because this gives off better typing and feels like it can work for said fast-paced game genre it usually works for

I do think the term rushdown should overall be used in general ASYM killer classification, but if you ever decide to consider the possibility of making the ASYM fast-paced, once again... DROP THE TERM IN FAVOUR OF SUBCLASSES, as I just think it's super unhealthy classing overall

u/Jayodit — 1 month ago

Curious, but what technically would Lilac's personality be in terms of giving her a Sonic the Comic-esque treatment to herself for you? (Trying to brainstorm here)

Same goes with the rest of the cast (Image unrelated, btw)

u/Jayodit — 2 months ago

Would you cuddle Veeronica? (Image RELATED, as I drew it from a reaction doodle🥹)

u/Jayodit — 2 months ago

What is everyone's Freedom Planet soapbox/Hot take? (Can be on the game or the community)

Here are some for example (Short to long)

#1:

As much as FP2 has a lot going for it and when I get a huge kick, I think sometimes playing it is tedious mainly due to the average play-through length itself. Especially when you feel like 100% the game or getting through another playthrough as another character.

As janky as FP1 is in areas and mechanics, I feel it offers more re-playability in terms of getting through the story + Getting through FP2 at around the halfway mark feels like a drag especially around Parusa where I feel the pacing becomes kind of boring to sit through.

I do see why it's a "Choose your path" kind of entry, BUT I feel imo that the best games come from when the games feel tight at under 5-6 hours of gameplay at maximum.

#2:

I kind of see why outsiders would occasionally think the Freedom Planet series feels like a Sonic clone at a first glance retrospectively (Sorry diehards).

As much as I feel Freedom Planet CAN stand on its own tenfold, especially with stuff like its sequel even noting that most of the devs were in their 20's when they made these game. I did feel at times where there FP itself does lean more on being more of a remix of the Sonic franchise and games, especially when it comes down to the cast itself.

Lilac's team in FP1 is technically similar to Team Sonic, Merga's client is also technically a Team Chaotix with the only thing original'ish about existing FP groups being Brevon, Serpentine and Syntax, since robots aside they feel like a what if SATAM Eggman and ASTOTH Eggman were a team. Not to mention that Lilac herself was once a hedgehog before being redesigned entirely for her final release, which would spark a lot of outsiders to think of that.

Basically, to summarise in autistic terms if Thomas and Friends have Tugs as a sort of unofficial sister show, then Sonic the Hedgehog has Freedom Planet. It isn't bad not at all, BUT IT DOES lead a lot of misconceptions where people think the series is possibly a clone/spin-off of other franchise

#3 (This is long, so please ignore it if not interested):

As supportive as the FP fanbase is, I think parts of the Freedom Planet community can be unfriendly to possible newcomers of the series, debatably toxic in the emotionally immature manner if I dare to say it.

THIS IS NOT A TARGET TO ANYONE OR HERE, as I don't feel this a lot here on places like Reddit or Blue Chair's community posts (which btw is one of the more popular FP places on YT), but I do feel this quite a fair amount of times especially more specifically on discord servers where I feel that's probably where the FP community is at their weaker side.

I won't go into full detail, but summary-wise I think the more active moderators on the GalaxyTrail Discord are a little too authoritarian than they should be, especially when people act stupid sometimes. "But it's to keep a big server in order" I've been in big servers before and I feel that the moderators don't really treat people like this servilely nor remark harshly whenever someone is a slight idiot, especially with teenagers on the autistic spectrum whom may not want to be pressured into being told what they can make or like. And if so, I always felt like those ppl had problems.

I see a fair amount of people be rather muted or banned for an exaggerated reason from them taking moderation a little too seriously and I have seen, I won't regret one of them basically bashing someone's FP sequal fan-fiction for "merely an excuse to self insert a love interest with Lilac" (Following with "Come the fuck on") which made the person leave, or just dogpiling things about other fandoms like FNAF and the fans, Deltarune or Outcome Memories (Despite what all of you may both say opinion-wise, as I'm using examples I've seen).

I think these bad fans usually act too snobby with a pinch of prejudice against others, and I always feel uncomfortable in these areas to where I left the popular'ish parts of the fanbase as I feel these people have this slight ego. THERE ARE A LOT OF good fans especially some on that GT server and I have made mutuals there before leaving! But I do think due to the community being niche and small, these problems show up a lot more than they should do, which I feel is a slight curse from most small communities but that's what I overall think.

Feel free to disagree, as I am open for things for and against these takes

u/Jayodit — 2 months ago
▲ 10 r/doombyfate+1 crossposts

Tbh, I feel DBF should consider having an update roadmap (along with hiring more devs and testers)

This is not a negative post, but I think from here that the game should have or dare I say needs future updates that makes the gameplay smoother before adding newer content akin to the BB+ and PC2 updates

Like, I'd love this game to have a full-on balancing update both tweaking and refining survivor/killer abilities along with enhancing the current map layouts to make them more fun in design

I do think that the crew should have a break from the game a bit, but I feel the complete lack of communication between the devs and community is really strong in DBF, and I feel this should be fixed with the devs having more communication with user-base to really push more of its potential

They should lowkey start sign ups to keep DBF's development alive. Something like a help wanted for this game would do miles better, cuz I think the game needs this stat

reddit.com
u/Jayodit — 2 months ago

My HUGE ASYM Soapbox essay: I think Doom by Fate is overhated for what it is and goes for (Scroll away if not interested)

I'm very likely to be a bit flamed for this, especially with any past drama. But I feel that not a lot of people give it credit for what DBF did, even if the game had flaws to it.

I generally think that the game's strongest point is controversally its focus on giving survivors an interesting moveset while not completely favouring them.

As much as I do think survivor gameplay can be unfun at times, I think, retrospectively, DBF balancing-wise has to be the best ASYM to get balancing somewhat perfect enough.

I feel the one thing that can ruin ASYMs for me is when you decide to make it too survivor-sided. I especially think action-adjacent games like OM and DoD have it worst, with the killers (especially starter killers) mostly being underpowered to the point where whenever I become a killer, it becomes less about doing good and more about how much I can endure the survivors.

DBF imo does that one thing right; it enforces both a challenge and replayability on the survivors. There are a lot of people who argue that survivors are unfun, and while I can see it (especially in Bacon), my counterargument to it is to consider the idea of getting good at teamwork, along with mastering both survivors and how you deal with chasers.

When you play DBF, you're supposed to have the mindset of playing PC2, which is getting distance from the killer to focus on trying to do generators (which plays a huge role in trying to reduce the time and where some people really fail to understand). You're supposed to play your abilities smartly, which is enforced by how spacious the maps are while managing the stamina at it (even though I also think that the layouts could be better in some places, like more hiding spots).

You're supposed to play your abilities to PREVENT chases or catch killers off guard by taking advantage of a pseudo combat system (paired with the idea that you need to enforce teamwork and fast thinking upon yourself; being selfless to help out others, or else you won't go far in the long run)

When you see a killer, you want to go answer the question "The killer is going to mog me/the other one way or the other, the situation is tough, and I need to think with my abilities. What things could I pull off to stop the chase?" and I think being constantly aware, reactive and on edge in DBF fast pased action is the most crucial idea to playing the game properly.

Speaking of the killers, I also think that the killers are debatably the best part of DBF.

There are a few people here who say that they're too overpowered and mostly act the same in gameplay, and while I can agree with the latter to some degree, I think that for an 8v1, the balancing is mostly justified.

Killers are like this because they NEED to enforce the powerhouse role they pursue, and unlike another game like OM or DoD again, where the killer balancing is abhorrently black and white, DBF killers ensure your power role as the one sole killer. REMEMBER, you are THE threat and THE powerhouse, and if you don't hit the mark of that purpose, you can fundamentally ruin your ASYM in doing so.

Survivors in a round aren't supposed to come clean with a few dents in them, it should usually a semi-opposite. In fact, I've had fair times in DBF as a killer lose to the survivors (as some who's mostly cracked at killer gameplay), because when people lock in with the teamwork, it actually feels like genuine teamwork that happened because they played their cards and counters right, making me feel I could've done better.

In DBF, if you have a good team, you can make adjustments to how the game plays, even if someone will possibly or most likely die in the process.

And, I am actually one of the few people who like the tiny interpretations of the Roblox myth killers over other asyms like Forsaken. I especially like how, instead of coolkidd being literally a kid, they're instead portrayed as a gang trying to fill in "the leader role" after DBF's 007 left, and I think that aspect is really untouched upon in its community. Not only that, but the aspect itself ties into both the cloning and skybox features the original exploiting incidents had, which makes it feel VERY faithful to the OG source material.

So what's my conclusion?

I think Doom by Fate's gameplay imo, is good when you want to enforce trial and error upon yourself. You can't fully ball with survivor abilities, but you must endure yourself while not being too greedy and balancing with how you play before thinking.

Are there flaws in the game? Absolutely! I think the game itself (when first playing) doesn't properly tell you most things before you jump into the game, its lacking a proper theme paired with its skins feeling like random choices, and I feel that is where I think some of the hate comes from gameplay-wise (I also think that the game really needs to have a tutorial/sandbox server itself teaching the basics of the gameplay).

Am I throwing all of my cents into this game? Yes! But I wanted this to feel more positive, because I feel it's one of the most misunderstood asyms on the Roblox platform, and it sucks that it will forever be this way except for a few bad apples. It's probably one of the least controversial Roblox asyms behind the scenes.

I don't know if anyone knows this, but the kit situation was actually a hoax.

Yes, I think that situations like seizures are genuine threats, and I do think that the team itself should've taken necessary measures to make sure the game addressed them. But it was an unfortunate matter that there were a few bad apples like nyz (who was only a wiki mod) and the fact that the dev team were living in a different timezone, that the game was jumped on too early before the real people could respond.

It really breaks my heart that the game will forever be looked upon for that sole reason, because the game didn't deserve it. Even after the creator genuinely apologised on their server and went out of their way to add it and ban nyz, the damage was already done to the game.

TL;DR: I feel this game is very good at making you feel challenged and care about your teammates. I think that the game is good at making sure killers are never feeling underpowered (despite some balancing flaws in certain aspects). That's the appeal DBF has to me, and I wish that the drama itself had never happened because, except for the obvious few bad people, the devs deserved better.

u/Jayodit — 3 months ago

What if they were all in the same room? (Like in a CoolKidd meeting esque manner)

You can be silly if you want to

u/Jayodit — 3 months ago

What do you think all the main characters in modern time of Blocktales are doing as headcanons before it's revealed in an epilogue?

I got curious of the idea itself the more I thought about Red and Blue's adult designs. What's everyone doing in their currnet life now, like Cassie whom is now around 30 years old in rule or at least what purpose did they find in the end like Cruel King post-mortem. Is Brad still alive despite his plant state? Has Calypso reunited with her sister? The list goes on to name examples

u/Jayodit — 3 months ago

Kind of like that one list of killer types when I search it up, what is your list of survivor types to you?

I ask nothing much, really. I am just using it for a reference in making types cuz I am conceptualising an ASYM and want to know my types n' all

u/Jayodit — 3 months ago
▲ 14 r/Sprunki

Just note that I write the post soley seperate from Pyr*mix as a person. I know they're a pedo and therefore treat this post as a "Seperate art from artist" scenario

u/Jayodit — 4 months ago