Good concept; with some tweaks: 1. Add Marble > Multiply Marble (all marbles of that color multiplied by 4) 2. 4x Multiply > 16x Multiply (for 1 minute) 3. Upon a marble color's cannon being destroyed, the marble that destroyed that color's cannon gets the remaining shots that the eliminated color would still have (and reset that eliminated marble's counter to 0). 4. Steal > Steal All (Steal All foes' bullets) 5. Setting a max cap of 4096 and auto-fire if a marble cannon's shot count hits the specified limit.
Thank you for your comment. Glad to have your input. I hadn't thought about a cap on the shot counts. I wonder what the match would look like with automatic firing. That is very interesting. I will refer to them.
@@teamofsteve They were making a suggestion. Ironically, this is how Steal works in the 4-player version. In this version, it only steals from SOME opponents.
Here's my remarks on this: • Cannons may be more balanced if they rotated instead of swinging back and forth. This is so that they can get more territory at mid and not overwhelm their neighboring cannons at the same time. • I like the +30 under the Spin trigger. Keep it! • *_Area Swap_* would be fun to try here. The board must rotate so that players are in possession of their neighboring player's area. Maybe add a 50% chance to rotate clockwise and a 50% chance to rotate anticlockwise. • *_Area Flip_* flips the board 180 degrees so that players are in possession of their opposing player's area. • I like the new *_Steal_* spinner option. Keep it! • *_Judgement_* may need to be tweaked to a higher cap to compensate the larger board. • Implementing a max cap (e.g. 8192) would balance the game a little more. • Instead of regular *_Shield_* absorbing bullets (which is a broken ability), maybe it should protect the cannon once. Perhaps it can have a max stack of 3. • Adding a new D6 instead of the regular D4 dice would be a nice touch!
Thank you for your many suggestions. I'm glad you liked this video. Cannon movement would need to be adjusted. Rotating it looks great. I'll give it a try. I'll implement Area Swap soon as well. I want to apply all the options I've created so far to HEX as well. And of course the Dice. I'll keep all your comments in mind as I make adjustments.
I did suggest a max cap (of 4096) and autofire if that max cap was reached. Say if Cannon 1 was at 2048, and a marble belonging to Cannon 1 touched the "M" pad; now the cannon has 4096, but it hit the max cap, so it has to fire _all_ 4096 bullets, and all of its marbles stop moving until all of its bullets are fired and the shot counter is reset to 1.
"Thank you for your comment. I am so glad to have your opinion. I have nerfed Steal this time. The previous specs often felt that Steal was too powerful, and this was especially true in a 6-player game, so I added some luck to the specs. The fact that Steal is ineffective during confusion is part of that. I'll keep an eye on the game balance and adjust the specs based on everyone's comments." - Marble Jamboree @@mynintendogamingfeed5208
A few things. First I like the new format, it's fun. But I like your original 4 game, 4 player format better. Using hand & foot is redundant, only 1 is really needed in a game. It's nice to see each cannon has a blind spot. This was important the last few minutes. I was mistaken, I thought steal would take shots whether they were being built up or fired.
Thank you for your comment. I'm very glad to get your feedback. I will continue to post 4-player videos as I have in the past. I hope you enjoy both. I nerfed Steal this time around, it was too strong for a 6-player game. We will have to continue to make adjustments to Steal. I'll be making changes based on all your feedback.
Thank you for your comments. I'm hoping to post a video of the HEX matches, but so far I haven't been able to make one. I'm sure I'll try again with something new.
Given the shared generators, the marble freeze while firing should either be they keep falling but don't respawn till after or they wait at the gates or are intangible during thIs time so as not to trap other colours
Thank you for your comment. The fact that freezed marbles affect marbles of other colors is a fun factor if the effect is small, but if it is large, I have to take countermeasures. I have to make sure that the game doesn't come to a halt. I'll continue to make adjustments based on your input.
huh, looks like the steal works by scanning the board, so when the cannons are afflicted with confusion, they essentially don't get any. Not sure if that's on purpose or not since this is a beta version, but noticed and figure it might be good to point out oh, edit: you might also want to add something that makes the cannon invulnerable too while the mirror shield is on. i remember it happening at least once in season 2, but here both pink and yellow had marbles glitching through the barriers since they had nowhere else to go, and eventually finding their way to the cannons, in effect actually making it more likely for the cannon to be destroyed since otherwise the bullets would have disappeared when changing a tile.
Thank you for your comment. I am so glad to have your opinion. I have nerfed Steal this time. The previous specs often felt that Steal was too powerful, and this was especially true in a 6-player game, so I added some luck to the specs. The fact that Steal is ineffective during confusion is part of that. I'll keep an eye on the game balance and adjust the specs based on everyone's comments. As for the problem of being shot down during Mirror Shields, if it happens too often, I think it should be addressed. If it only happens once in a while, I'd like to make it a fun and unexpected event.
It will be good if you not finish the final fight untill all field will colored to the wining colour. Not everyone looking for competition, some are looking for the harmony
Dude, your series rocks!!! I like the different ways there are to make each match feel unique. This exact episode was simply too much, though. I liked how up close we were to the grid of 4 as it made me feel i was in the action! 6 was too large. I hope you keep this up, though. I had a good time watching all this unfold. My 2nd picked team won the whole thing! I usually like Red to win, and Orange if Red doesn’t do it, so that was cool! 😎
Thank you for your comment. It happened again. I can fix this glitch, but the impact is a bit too great, so I think I'll leave it as is for now. Also, I actually personally like the look of the bullets bouncing around and the fact that they are not reliably defensible.
Thank you for your comment. I am thinking there must still be a bug, maybe there was a moment when Steal was not working correctly. It would be helpful if you could give me a time where this is happening.
@@steeltallica19 Thank you for letting me know. As for the yellow being destroyed during Mirror Shield, it's an unavoidable behavior that happens from time to time. It's just bad luck because the bullet ricochets and moves around. I'm not going to fix it for now, but if it happens more often, I'll have to fix it.
Good concept; with some tweaks:
1. Add Marble > Multiply Marble (all marbles of that color multiplied by 4)
2. 4x Multiply > 16x Multiply (for 1 minute)
3. Upon a marble color's cannon being destroyed, the marble that destroyed that color's cannon gets the remaining shots that the eliminated color would still have (and reset that eliminated marble's counter to 0).
4. Steal > Steal All (Steal All foes' bullets)
5. Setting a max cap of 4096 and auto-fire if a marble cannon's shot count hits the specified limit.
4. Steal > Steal All (Steal All foes' bullets) - THIS IS INCORRECT
Thank you for your comment. Glad to have your input.
I hadn't thought about a cap on the shot counts. I wonder what the match would look like with automatic firing. That is very interesting. I will refer to them.
@@teamofsteve They were making a suggestion.
Ironically, this is how Steal works in the 4-player version. In this version, it only steals from SOME opponents.
I prefer the 4 colours at a time. That relaxes me, this causes anxiety.
Here's my remarks on this:
• Cannons may be more balanced if they rotated instead of swinging back and forth. This is so that they can get more territory at mid and not overwhelm their neighboring cannons at the same time.
• I like the +30 under the Spin trigger. Keep it!
• *_Area Swap_* would be fun to try here. The board must rotate so that players are in possession of their neighboring player's area. Maybe add a 50% chance to rotate clockwise and a 50% chance to rotate anticlockwise.
• *_Area Flip_* flips the board 180 degrees so that players are in possession of their opposing player's area.
• I like the new *_Steal_* spinner option. Keep it!
• *_Judgement_* may need to be tweaked to a higher cap to compensate the larger board.
• Implementing a max cap (e.g. 8192) would balance the game a little more.
• Instead of regular *_Shield_* absorbing bullets (which is a broken ability), maybe it should protect the cannon once. Perhaps it can have a max stack of 3.
• Adding a new D6 instead of the regular D4 dice would be a nice touch!
Thank you for your many suggestions. I'm glad you liked this video.
Cannon movement would need to be adjusted. Rotating it looks great. I'll give it a try.
I'll implement Area Swap soon as well. I want to apply all the options I've created so far to HEX as well. And of course the Dice.
I'll keep all your comments in mind as I make adjustments.
I did suggest a max cap (of 4096) and autofire if that max cap was reached.
Say if Cannon 1 was at 2048, and a marble belonging to Cannon 1 touched the "M" pad; now the cannon has 4096, but it hit the max cap, so it has to fire _all_ 4096 bullets, and all of its marbles stop moving until all of its bullets are fired and the shot counter is reset to 1.
@@mynintendogamingfeed5208 Yeah I got it from you, sorry for stealing it. Ig I used the *_Steal_* option on you, lol.
@@JustAnotherCommenter Instead of "Steal", "Steal All" would've been easier; no more scanning to steal bullets. :)
"Thank you for your comment. I am so glad to have your opinion.
I have nerfed Steal this time. The previous specs often felt that Steal was too powerful, and this was especially true in a 6-player game, so I added some luck to the specs. The fact that Steal is ineffective during confusion is part of that.
I'll keep an eye on the game balance and adjust the specs based on everyone's comments."
- Marble Jamboree
@@mynintendogamingfeed5208
I really like the hexagon! Interesting new challenge!
Thank you so much!😍
A few things. First I like the new format, it's fun. But I like your original 4 game, 4 player format better. Using hand & foot is redundant, only 1 is really needed in a game. It's nice to see each cannon has a blind spot. This was important the last few minutes. I was mistaken, I thought steal would take shots whether they were being built up or fired.
Thank you for your comment. I'm very glad to get your feedback.
I will continue to post 4-player videos as I have in the past. I hope you enjoy both.
I nerfed Steal this time around, it was too strong for a 6-player game.
We will have to continue to make adjustments to Steal. I'll be making changes based on all your feedback.
Its a very nice idea but in my opinion too much going on 😅
Enjoyed this video nevertheless 😊
When Green got 2 x4 spins in 30 seconds, their multiplier pernamently got an upgrade lol
puple was about to explode XD
it's a little caotic, but i think it can work with the right power ups
Thank you for your comments.
I'm hoping to post a video of the HEX matches, but so far I haven't been able to make one. I'm sure I'll try again with something new.
Yellow " WTF 12:55 " RED " 🤬🦶 "
6 Player game is nice... Steal(6Player) and Add Marble is good !
何か6Player用のIdeaも考えてみたいですね。Season 3、楽しみにしてます!
Thank you for your comment.
今後は様子を見ながらこれまでの4-playerと新しい6-playerの両方で動画を上げていきたいと思っています。こっちの方も楽しんでもらえたら嬉しいです。6人制ならではのIdea大募集です😍
Given the shared generators, the marble freeze while firing should either be they keep falling but don't respawn till after or they wait at the gates or are intangible during thIs time so as not to trap other colours
Thank you for your comment.
The fact that freezed marbles affect marbles of other colors is a fun factor if the effect is small, but if it is large, I have to take countermeasures.
I have to make sure that the game doesn't come to a halt. I'll continue to make adjustments based on your input.
Interesting re-implementation of Steal.
huh, looks like the steal works by scanning the board, so when the cannons are afflicted with confusion, they essentially don't get any. Not sure if that's on purpose or not since this is a beta version, but noticed and figure it might be good to point out
oh, edit: you might also want to add something that makes the cannon invulnerable too while the mirror shield is on. i remember it happening at least once in season 2, but here both pink and yellow had marbles glitching through the barriers since they had nowhere else to go, and eventually finding their way to the cannons, in effect actually making it more likely for the cannon to be destroyed since otherwise the bullets would have disappeared when changing a tile.
Thank you for your comment. I am so glad to have your opinion.
I have nerfed Steal this time. The previous specs often felt that Steal was too powerful, and this was especially true in a 6-player game, so I added some luck to the specs. The fact that Steal is ineffective during confusion is part of that.
I'll keep an eye on the game balance and adjust the specs based on everyone's comments.
As for the problem of being shot down during Mirror Shields, if it happens too often, I think it should be addressed. If it only happens once in a while, I'd like to make it a fun and unexpected event.
It will be good if you not finish the final fight untill all field will colored to the wining colour. Not everyone looking for competition, some are looking for the harmony
Thank you for your comment.
I am glad you like it.😊
This is something new.😊😊😊😊😊😍😍😍😍😍😍
nice
This seems like a fun idea, but it seems too big. Maybe try a pentagon?
Thank you for your comment.
The pentagon looks really nice too. I'd like to try different challenges.
Dude, your series rocks!!! I like the different ways there are to make each match feel unique. This exact episode was simply too much, though. I liked how up close we were to the grid of 4 as it made me feel i was in the action! 6 was too large.
I hope you keep this up, though. I had a good time watching all this unfold. My 2nd picked team won the whole thing! I usually like Red to win, and Orange if Red doesn’t do it, so that was cool! 😎
知らないうちにすげぇ進化されてる…
まだ登録者4060人⁉えぇ…。流石に二万弱はおってほしいわ
コメントありがとうございます。また見てもらえて嬉しいです
登録者がもっと増えると嬉しいですけどなかなか難しいもんですね
to many spinners...
The mirror shield bypass glitch strikes again
Thank you for your comment.
It happened again. I can fix this glitch, but the impact is a bit too great, so I think I'll leave it as is for now.
Also, I actually personally like the look of the bullets bouncing around and the fact that they are not reliably defensible.
HEXBOARD is Cool!!
My color won
red i will go down fighting
Yellow was robbed. Please fix
Thank you for your comment.
I am thinking there must still be a bug, maybe there was a moment when Steal was not working correctly. It would be helpful if you could give me a time where this is happening.
@@marblejamboree12:57
@@steeltallica19 Thank you for letting me know.
As for the yellow being destroyed during Mirror Shield, it's an unavoidable behavior that happens from time to time.
It's just bad luck because the bullet ricochets and moves around.
I'm not going to fix it for now, but if it happens more often, I'll have to fix it.
Another one that has marbles that feel like they're falling through water. Don't like it,