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KudzuKing last won the day on January 25

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About KudzuKing

  • Birthday November 23

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  1. Looks like some people have been confused by this post, so I'd just like to clarify: I wasn't trying to say that the game was very similar to Space Station 13 or that it will appeal to all SS13 players, just that it has certain features that are a little unusual, niche or complex in ways not immediately obvious to players, which reminds me of a simplified version of SS13. For example, the unusual controls that aren't found in any other game and do different things depending on if you have an item equipped or not and what that item is. For example, right clicking when you have nothing equipped makes you sprint in the chosen direction and knock items out of peoples' hands. But right clicking when you do have an item equipped throws the item. And rather than picking items up by left clicking them like you'd expect in most games, you pick them up by right clicking them and left clicking will instead 'use' the item in most cases. The other thing that reminded me of SS13 was hidden mechanics that aren't immediately obvious to players, like multiple ways to use paint which I explained in my original post and using a stolen bunsen burner to set certain items on fire which gets you more points in one go. As you play more games, you learn the hidden mechanics and are able to obtain points more effectively and faster. Unfortunately, the game has made several changes between July (when I discovered it) and October (when you saw this post). They have put a bigger focus on micro-transactions, increased the number of ads and made bad changes to the UI. Can't say I'm surprised, that's always been the standard for most browser games and particularly .io games. But at any rate, the game you saw in October is unfortunately not the same game which I described in July. I checked the game out again earlier this month to see what they had changed and I was not impressed either. To address the specific points which you raised: Micro-transactions are the standard for most 'modern' games these days, whether browser based or not. They are annoying and it's one of the reasons why I generally prefer to play older games, but when playing more recent games they are unfortunately just something we have to get used to. They already existed in the game back in July but were (and still are) just cosmetics with no actual gameplay advantages. They have increased the emphasis put on these cosmetics since I originally found the game though. In July, there were also only ads every 3-5 games, but since then they increased it to one after every game. I personally don't think being a .io game inherently makes a game bad. The trend has been abused in recent times and lots of trash io games have been released, but there are a few gold ones. They generally are extremely simple and do have repetitive gameplay but are designed to be played for short periods of time (5 minutes or so) when you're waiting for something, not to be played over a long period of time like SS13. They essentially serve the purpose which flash games used to, except they are multiplayer and often subject to recent trends such as lootboxes and battle passes. When I first discovered the game, the direction they were taking it in was less obvious. I never saw people being that naughty when I was in primary school and the 'pranks' in the game remind me more of high school. However, between July and October they seem to have made it blindingly obvious that they are aiming for a target audience of kids in primary school. Which is a real shame, as I thought it was a pretty decent game before they ruined it. I guess either they were afraid there could be backlash if they made their game high school themed or just decided to focus on the age group most likely to fall for their micro-transaction trap. Welp, yet another game ruined by greedy, money-hungry devs. Just a normal day for gamers in 2021.
  2. Ah yes, mothpeople... Sound of plasma fires, flamethrowers and other sources of BURN damage intensifies
  3. I just found a gamemode similar to what I described on /tg/station wiki, this could be what you were thinking of: https://tgstation13.org/wiki/Nations Seems interesting, although based on the fact that it isn't an official gamemode and is only started by admemes it sounds like it usually doesn't work very well. Maybe it might work in some whitelisted heavy RP servers but randoms would probably ruin it.
  4. Thanks for the unban, although I probably won't be in game for a while anyway because I have exams and a bunch of other stuff to do irl. Yeah, I have no idea how I managed to survive that long either lmao Also I'm sure this won't be an isolated incident and other people will get confused about the rules and do something similar in the future. Something you might want to consider is designing ghost roles so that they are incapable of killing people in the first place. It's much easier to prevent undesirable behavior from happening by making it physically impossible to happen than having to enforce it. For example, on Goonstation SS13 the only two ghost role options are to be a critter or a ghost drone. Critters have extremely low HP and do such low damage they are practically incapable of killing. Ghost drones are locked behind a time requirement and you have to play for a certain number of hours on the server before unlocking them. They can construct and deconstruct parts of the station, which does give them the ability to grief and remove oxygen from the station (although this is not allowed and is punishable) but even they are incapable of directly killing players. There are some event ghost roles which are powerful enough to kill players, but all of those are latejoin antags which have the antag status. While the monkey ghost role in SS14 is very limited (only one hand slot, no inventory, can't control your own movement) and seems equally harmless on paper, the unexpected does happen as we have both witnessed. And like I said, I even saw someone shooting people with a gun as one once. It is technically powerful enough to kill a player in a way that Goonstation ghost roles aren't. Much to my surprise, and I'm sure much to your surprise too. So yeah, designing ghost roles that are practically incapable of killing people is something you might want to consider. Which could mean monkeys having the damage they deal nerfed and being incapable of picking up items that are too big like Goon's critters, or simply not being able to pick items up at all. If enough people think this is a good idea I might make it into a separate suggestion post.
  5. So I was playing on Wizard's Den Lizard today. Latejoined as a mime, got killed in a depressurized corridor and decided to choose a ghost role rather than waiting to be revived. The admins had made monkey ghost roles available, allowing you to take control of a monkey. The movement is controlled by an AI but you can talk, open doors and equip and use items in one hand. The monkeys kept being killed so I had to keep switching monkeys, and for the first two monkeys I didn't do much except chat and make up some stuff about being immortal and being a monkey hivemind. But the third monkey which I possessed was trapped in disposals and couldn't move at all. There is a glitched conveyor belt tile in disposals on Saltern where any item that is on it is out of reach for most people no matter how close you are to them, unless you enter disposals via a waste chute. This monkey had entered via a waste chute apparently because I could pick up these items. I started with not much of interest except a screwdriver, wirecutter, a few shards of broken glass and three banana peels. I threw the banana peels in front of the door to slip anyone coming in and attacked the conveyor with the glass shard, thinking I might be able to destroy it and free myself. But then a security officer entered disposals and slipped, so I started using the glass shard to attack him instead. I had seen monkey ghost roles shoot people with guns and get away with it before so I incorrectly assumed that all monkey ghost roles had antag status since they had to be enabled by an admin. To my surprise, I managed to corner the secoff in disposals, and when he tried to leave, he slipped on the banana peels again and I took his stun baton. I proceeded to robust the security officer... as a MONKEY, and didn't stop attacking him until he completely gibbed and couldn't be cloned. The secoff alerted the rest of the crew about the situation before he died, and a few more crew members came in to try and stop me, including an assistant with a crowbar, a doctor with another stun baton, the bartender with a spear and shotgun, and even the CAPTAIN with a stun baton and SMG. Excluding the bartender, I somehow managed to robust ALL OF THEM. I don't know how, I literally couldn't move and if they didn't want to die they could just not go to disposals and wait for me to leave out of boredom. It wasn't like I could chase them down or anything. I took the weapons from everyone I killed and gibbed, so at the end of it all I had killed six crewmembers and had three stun batons and the captain's SMG (which I used to kill him after he slipped.) I even got the bartender's spear and shotgun when he came back and attempted to kill me, although the man himself got away. Eventually, an admin exploded me to prevent any more crewmembers from dying and banned me from the server for a week. Which is fair enough, after all I killed more than a third of the station as a non-antag and gibbed them all so they couldn't be cloned. The funny thing was though, all the death could have been prevented if people just stopped coming to disposals, yet they just kept on coming. And I was a literal MONKEY with less max health than a human, who couldn't even move, not some crazy fully-armed mass murderer from Cargonia. I'm not even going to appeal the ban, I'm proud of it. Killing people as a non-antag (and especially as a ghost role) is wrong and I'm not promoting it or saying anyone else should do it. Definitely don't try this one at home. But considering how hilarious and unusual the whole situation was, the one week ban was totally worth it. I deserved it, and it's probably for the better since I need to study for exams anyway. I won't do it again, but... LMFAO. To everyone who was there and witnessed the hilarity, both players and admins, thank you for your time and I hope you all had a good laugh. After all, it is the people that make SS13 and its remakes so great. Attached to this post is a screenshot of the ban message I recieved, which is equally hilarious. GG mate. tl;dr: Robusted a third of the server as a monkey ghost role who had one hand, no inventory and couldn't move. Probably mostly due to pure luck rather than skill. Got banned for it but I'm not even mad. Now I'm here to gloat and apologize at the same time.
  6. So I recently found an io game called schoolbreak.io, which I think is pretty fun and (surprisingly) reminds me of Space Station 13. Basically, you play as either a student or a teacher and roles are randomly assigned at the start of the round. Students cause chaos around the school while trying to avoid being caught by the teachers. Teachers try to catch the students causing chaos and send them to detention. Students win if they generate a certain amount of chaos, while teachers must prevent the chaos from reaching this level until the game's time limit is up. The game reminds me of a simplified version of Space Station 13, except almost everyone is an antagonist. Both roles are fun to play, and despite only having WASD and two mouse buttons for controls, the item system is surprisingly robust like a simplified version of SS13. Some of the items can interact with each other to cause even more chaos, and sometimes there are multiple ways to use an item like in Space Station 13. As a student, you eventually learn how to use effective item combinations to generate chaos faster. This learning curve is similar to the learning curve for a role in SS13, although obviously this game is much simpler. One example is that you can throw paint in the game. But if you left click on the paint, it goes on your hands as well. Any teachers that spot you can easily catch you 'red handed.' However, if you right click on the paint, you can throw it and avoid getting it on your hands. But the game does't tell you that you can do that, so you have to figure it out for yourself. Throwing it at someone else covers their hands with paint instead, so you could even throw the paint at another student to trick teachers into thinking that student did it. Overall, the mechanics are actually pretty robust for an io game, like a simplified SS13. The students are like hard mode traitors and the teachers are like security. I'd be interested to hear what you guys think about this game. Show less
  7. Sounds pretty cool. At first half the districts could be human and half could be vox, and perhaps it could eventually have more races as well so each district is a different race. For example, there could be one human district, one vox district, one lizardpeople district, one plasmaman district, one mothpeople district, one ethereal district, one podpeople district, and one flypeople district. (But hopefully a felinid district would never be added.) The members of each district have the goal of surviving and helping each other survive but are allowed to collaborate with or grief other districts as they choose, and each district has a monopoly on a vital part of the station (eg. medical supplies, food production, electricity) forcing them to trade with each other or steal each others' supplies. Or if they are smart they could figure out ways to become self sufficient, eg. the district in control of botany making healing food and replica pods so they don't have to trade with the medbay district or the district in control of engineering secretly stealing blueprints for medical fabricators and plant trays to make their own medicine and food. Each district would also have access to weapons if they want to fight each other, although there would be no security district and players would have to do some exploring off-station to find more powerful weapons such as guns. Each district could either have a permenant district role (eg. plasmamen always control the engine, mothpeople always control medbay, podpeople always control food production and botany) or have a random role each round.
  8. Obviously they won't have every single antagonist type from ss13 at launch, but hopefully whatever they don't add can be added later either by official devs or on community servers. Also probably not all of them would end up being present on the same server at the same time. So feel free to post what antagonists you would like to see in the final game. I'll start: Main antagonists (roundstart spawns): From /tg/: Traitor, Changeling, Nukies, Revs, Blood cult, Clock cult (Hail Ravtar), Wizards, Families, Heretics From goon: Conspirator (but only in rp servers), spy thief, vampire, flockmind (probably unlikely as it isn't even finished on goon yet) Side antagonists (Mid round spawns): From /tg/: Abductor, Blob (I don't think blob deserves its own gamemode), xenomorph From goon: Wraith, werewolf, sleeper agent, syndicate gunbot, queen spider
  9. Just don't add felinids as a race at all. People who like catgirls can code their own server if they want but not on the official servers. The idea of a race of humanoid cats is way outdated, it would have been cool in 2006 when everyone thought cats were funny but in recent times the catgirls and furries have taken over and ruined it for everyone.
  10. Make Monkeys Robust Again
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