Nimbatus – Sumo Archetypes

Blasters – Boom Here It Comes

Blasters are the most simple and straightforward archetype. They have a incredibly simple plan: blast the opponent out of the ring immediately at match start.

Weakness: Just make sure you have some method of getting out of the way, and watch them launch themselves out of the ring.

Beyblades – Let It Rip

Beyblades are the second most common archetype in many ways. While they tend to be smarter than Blasters, they have an equally simple strategy: build up rotational momentum, and use it to keep the opponent from being able to occupy the center of the map. They tend to be big, bulky, and get going pretty fast.

Weakness: There are two things about Beyblades that can be exploited. The first is the fact that until they get spun up, they can be attacked pretty easily. The second is they are massive fuel hogs. If you can outlast a Beyblade, it’s possible to simply run it down to the point it won’t have fuel to move.

Authors Note: After writing this, I ended up encountering a bunch of Beyblades that couldn’t be outlasted, because they were 1. Massive and jammed full of fuel, and 2. Didn’t really start spinning until something got close/the circle closed. Against these, I think you just gotta try to punch them out of the ring before they get any momentum.

SurvivalistsGotta Drink My Own Fuel

Unlike the other archetypes, Survivalists don’t really have a plan to win. What they do have is a plan to not lose. Typically, they’re fairly small, fast and lightweight. Coupled with a few extra sensors, they try to just run quick loops around the edge of the Sumo circle, baiting various other types of drones to trying to knock them out, causing their opponent to launch themselves out when they do, or just outlasting a few others.

Weakness: Survivalists don’t usually have a plan to win, and their lightweight size makes them easy to punish with anything that tries to occupy the center.

SummonersWho Let The Dogs Out?

Summoners are easy to identify. If you go up against something that immediately detaches half a dozen mostly identical mini-drones at your ship, you’ve found a Summoner. Summoners use smaller mini autonomous drones to launch aggressive offensives via core seekers, and blast their opponent out of the ring. As the core isn’t attached to these mini-bots, they can move with impunity, and without the problem Blasters have, launching themselves out of the ring. This means that even if the first charge misses, they’ll turn around and launch themselves back again and again.

Weakness: Sumo, like all other modes, has a parts limit, and the parts spent on their minions means that the Summoner core itself tends to be far less protected then almost any other ship type in Sumo. If you can weather the attack of the little guys, they can be very easy to take out. In addition, because of their small size, hybrid builds with strong core ships that launch maybe just one or two summons of their own can easily push their opponents out of the ring.

PushersLets Get Ready To Rumbleeeee

Pushers are the most strategically straight forward, and in some ways, the most technically complex of all the Sumo drone archetypes. Their battle plan is simple: Line up on the opponent, and smack em. Unlike Blasters or Claws however, Pushers tend to be equally focused on defense, with some of their many sensors allocated to making sure that they don’t launch themselves out of the ring when they try to do so. While this sounds simple, it means that Pushers tend to require a lot of sensors, buttons, and logic to make sure everything fires and triggers when it should.

Weakness: Pushers tend to be solid, well made ships. The only real way to exploit them is to hit them hard, and keep them off balance. A Pusher that itself is getting smacked may not have the time it needs to set up a good angle on the enemy core, and if some of its sensors end up outside the ring, it can start to misfire its thrusters.

Claws Blasters Smarter Big Brother

Claws are a little tricky to identify. Usually, they look mostly like Pushers, right up until the bit where 75% of the drone decouples and charges your core at about a billion miles per hour. Unlike Blasters, Pushers don’t usually immediately launch. Instead, they have a variety of sensors and triggers that try to line up and hit with accurate shots. The launched claw itself often includes magnets or tricky geometry to increase the chance of a successful strike.

Weakness: Despite the extra sensors, Claws can be fooled, and usually if you can dodge the single claw strike, you can fairly easily win the match. Consider ways to jettison your core away from your ship if it gets hit, or mini-drones to try to bait the Claw into launching on bad targets. Against Claws that are only targeted on Cores, mini-drones can often just ram them, throwing off their aim, and disrupting their plans.

HybridsJack of All Trades, Master of None

Many ships don’t fall into a single one of these categories. They might have Beyblade-like cores, but launch mini drones. They might be Summoners with Survivalist bases. Or they might be Claws that turn into Beyblades. Whatever the case, Hybrids are usually pretty strong, incorporating several aspects of the designs mentioned above.

Weakness: They tend to share the same general weakness as Summoners. The large number of parts spent on multi-stage launches, mini-drones, claws, or other odd behaviors means that they have less parts to really commit to any single strategy. If you can weather their onslaught, you have a decent chance to take the win.

Legends of Runeterra does some really cool shit every single other digital card game should copy.

More drafting. Buying Actual Cards. A tool that shows you how things resolve. Now you don’t have to read the rest of the article if you don’t want to.

As a brief disclaimer, I’m a massive fucking Dota fan. It’s my most played game. I watch TI every year, I play almost every other night. I’m one of like 12 people who loved Artifact, and I actually bought a playset of the cards in the game at like…. full price.

I do regret that last thing a little bit.

I mention this because I feel like some people might feel like I’m shilling here, and I’m gonna be honest. The odds of me shilling for Riot Games are abysmal. They are abyssal. I also suspect that the odds of Riot Games ever actually giving me anything ever are lower then the odds of me winning the lottery on the same day that the LHC creates a black hole.

So I don’t really have any special love for League of Legends, Runeterra, or the associated worlds/lore/etc. I only downloaded it because a friend told me that the games equivalent of drafting was way less expensive and you got to actually play it more.

So when I say that every single other digital CCG needs to steal these features, I mean it. I don’t mean “Oh these are cool.” I mean if you’re making a digital card game, just copy these straight over. So lets talk about them shall we?

The Oracle’s Eye

Right to side of the board for Runeterra is a small blue icon that looks like an eyeball. When you mouse over it, it shows you what will happen when the current game state resolves. Resolving in this case means spells on the stack, blocks vs. attacks, player life totals at the end of it, etc.

This is fantastic because it makes it much easier to see if you have lethal/will dodge lethal/board state when effects resolve, etc. And you have to spend a lot less mental time on those things. It’s also great because it makes it much easier as you’re learning the game to double check how mechanics will work and resolve.

Digital Card Games have the ability to really funky and complex, with neat and weird effects. There’s no reason not to take some of the mental load off the players for the boring stuff that the computer will do anyway, and to let them focus on the actual gameplay.

Actually Buy Cards Instead of Glorified Lottery Tickets

I like opening booster packs in the same way I like eating Oreos. Just because I want to do it doesn’t make it good for me. And one of the things that we should probably all just admit is this: booster packs are more or less just gambling.

Video games are at a weird place right now regarding in-app purchasing, whaling, and other bullshit. However, as regards physical games, Magic: The Gathering has been around since 1993, and it’s been selling boosters since then. And let’s be honest. Unless you’re playing a draft format, boosters are more or less just lottery tickets with a booby prize. Anyone who has been playing magic for any given amount of time has probably attended some sort of event where the excess commons and maybe even uncommons have just been left out on a table, or even just hurled into the trash.

There isn’t a real reason to port over the format of booster packs to online digital card games, unless you want to be encouraging those sorts of purchasing patterns. Runeterra does away with all this. While you still unlock and earn cards randomly, if you want to spend real money, you just buy the cards you want.

Maybe they did this out of selfless love for their community. Maybe they did it because Riot is smart enough to see the writing on the wall regarding randomized digital purchases, and is just making a smart long term choice.

I don’t really care why. I just like that if I actually want to buy and play a given deck, I can.

Run Two Drafts, Score Prizes for the Best One

I love drafting. I don’t mind if I get to keep the cards or not, but I do love to play the format on the whole. And one of the big downsides to drafting physical cards is that it’s always gonna cost money. Yes, you can put a cube together, but then you still need to find 7 other people who want to play a cube with you. So in theory, digital CCG’s would be great drafting, except most of them have put their draft mode equivalent behind a paywall.

Runeterra does sorta do this, but perhaps most importantly, each time you buy into a draft, you get to do two runs. You then receive prizes for the best one. In addition, you get to do three runs a week with payout rewards, and after that the drafts are free, letting you practice the mode.

But seriously, the two drafts thing per entry is great. Drafting is one of the few formats in CCG’s in which all cards, yes, all of them will get used. It’s a lot of fun to be able to play cards that might otherwise be too slow, ineffective, or die to removal in other formats. And letting you try twice means if you have a terrible early run, you get a chance at redemption. And if you have a great one, you can choose to use that second run to just mess around and try something riskier then you might otherwise.

That’s all for today, stay safe folks.

Risk of Rain 2

A roguelike that is a lot of fun, but is mostly just a shooter with random gear if you don’t bring friends.

A Brief Update – 8/30/2024

About 4 years after this writeup was published, Risk of Rain 2 was sold to new developers. These developers recently added a incredibly buggy patch. This patch breaks enemy behavior, player skills, the final boss, and a variety of other parts of the game. Before buying, check if this issue has been resolved.

And Now The Old Review

I was gonna pass on writing about Risk of Rain 2, mostly for two reasons. One was because it has been out for forever. Then I went and checked, and its actually been just a bit over a year.

Huh. 2019 and 2020 have been really long haven’t they?

Then I didn’t have anything I thought was interesting to say. So.

So, some background if you haven’t played. Risk of Rain 2 is a sequel to Risk of Rain except not really. Risk of Rain was a 2D side scrolling game, and Risk of Rain 2 is a 3D third person shooter. Both are rogue likes, but the difference made by third D in 2 is pretty massive. The gameplay loop is something like this: start a game, pick a character, run around for loot while trying to finish the level. If you do finish the level, congrats! Proceed to a new level with more death and loot. When you die, and you will, rinse and repeat, but now you might have unlocked some new stuff.

Now do it again. And again.

One primary advantages that Risk of Rain 2 has over its predecessor is that the net code actually works this time, which makes playing it in multiplayer much easier, and also brings up the big thing I find interesting about the game: I think Risk of Rain 2 is actually a better roguelike in multiplayer than it is in singleplayer.

Here’s why: in singleplayer, there are very few situations where you actually get to make build defining choices. Unlike Immortal Redneck, pretty much every single item you might find or pick up is good. Outside of a few edge case items you get with a special currency that holds over between runs, no item is even a side grade. The worst an item can be is useless. It’s never going to really penalize you.

This matters because in Risk of Rain, the primary thing that is going to kill you is time. As a run progresses, the difficulty of the game ticks up, scaling the damage, health, etc, of bosses. So in order to get the most out of a run, you more or less want to be constantly pushing forward. You don’t really want to spend time farming money or items on a given level, because that will just make things harder in the long run, and the benefit of a single extra item doesn’t outweigh the time it took to get it. Instead, the game plan usually becomes scoping out a few items you can grab quickly, fighting the boss fast, grabbing those items, and charging ahead.

So again, in singleplayer, here’s what will happen: you’ll just grab every single item you can get your hands on. A given item won’t make you worse, so there’s no reason not to.

But in multiplayer, suddenly the builds become important. There are two reasons for this. One is that a fantastic item for one class might be at best mediocre on other. Everyone having a little bit of attack speed might not be as good as one person having a ton. And some items just stack poorly. So now when you open chests, the question being asked is no longer “Should I pick this up?” to which the answer is always “Yes,” it becomes, “Is this item more effective on me, or on my teammates, and if so, should they commit time to coming to grab it?”

I’ll give an example: Bustling Fungus. Bustling Fungus is a fairly straightforward item. When you stand still, after about 2 seconds, a field around you will appear, and will restore health to the source of the field, and any friendly allies standing in it. As a player, standing still will get you pulverized, so Fungus hot trash most of the time.

Unless you play Engineer. The Engineer puts down turrets have two important properties when it comes to Bustling Fungus. First off, the turrets function as if they have copies of all the items the Engineer, and… they never move. So the Engineer with Bustling Fungus suddenly becomes able to place down self healing turrets that also heal allies who just stand near them, even if the ally is running around. Suddenly the Fungus is pretty good.

The second thing is this that the number of items per player in a game of Risk of Rain 2 is mostly linear. So if you’re in a one player game, let’s say you get about 4 total items per level. Well, in a 2 player game, you’ll get about 8 total items per level. And either of the players can pick those up! Before, your build was likely to be pure luck of the draw, but now you can plan with your teammates to put those items where they’ll do the most good. Some like Bustling Fungus are straightforward, and some are more complex, but the increased variety and choices means you have a much bigger pool to try to build out of.

In either case, I think the key takeaway here is as follows: Risk of Rain 2 is pretty great. Steam says I’ve played almost 60 hours of it, so yeah, I like. But perhaps more important, if you do decide to risk those rains, bring some friends. It makes the game much more fun, and makes the building aspect much more strategic.

(Or you could just unlock and use the Artifact of Command, which lets you pick which item you want from a given tier, but I’m not counting that here.)

Running Secrets Of Shirakawa Castle – DM Thoughts

Unfortunately, I wasn’t able to finish running the Secrets of Shirakawa Castle module this week, but instead I hope to have the second part of the review up next week. If you haven’t read the first part, the link to it is here.

This post isn’t a review, instead, it’s just a collection of quick thoughts on running the Secrets of Shirakawa Castle module before. The primary difference between this and review is that I view these more as areas where I screwed up running the module, and where doing things differently would have been more fun for the players. As such, this post is mostly intended for game masters intending to run the module. So without reading the actual module, this article may not be very useful for you.

The module itself can be bought here, on the DM’s guild.


1. Don’t be afraid to use Sei as part of the investigation.
-I’m always afraid of having NPC’s do too much in games. Its something I need to work on. With that said, the way I ran things, it was almost like he wasn’t there. If I were to do this again, I would try to make him a more active part of the game, especially if I was to run the module as few players as I did. Sei and their lore is a fairly key component to the module, and by downplaying them too much, I think I made things a lot more complex then they needed to be.


2. Actively monitor party resources.
Again, more on me then the module. I wasn’t paying a huge amount of attention to how much HP/Spells/etc my players had. The module isn’t a met grinder, but it is punishing, and with exhaustion and other mechanics in play, it can become very easy to accidentally overestimate how much more the party can take without a short rest.


3. Let the players know that they have options to really explore the castle.
This is honestly my biggest regret. I’m pretty sure it’s how I ran the module, but when collecting feedback at the end, many of my players said they felt railroaded. Here’s the thing: Secrets is very, very open ended. Every room in the castle has a description and something to find in it. There are servants to talk to, a bathhouse to visit, and a small garden and pond. Each of these also has clues and information about the cause of the Yokai infestation. Players really can just wander and explore. If I was to run the module again, I think I would do a short tour of the castle, then have the NPC’s tell the players they can inspect wherever they want, and leave them.

These were my big three take aways. I expect to finish running the module next weekend, and after that I’ll post my final review of it. Hopefully these notes help anyone who ends up deciding to send folks on an adventure of their own!

Immortal Redneck – Finally Finished – Video Games!

So, I finally finished Immortal Redneck, by Crema. If the name sounds familar, it might be because they’re the folks that made Temtem. And raised a bunch of money on Kickstarter. But Immortal Redneck is their first game, and frankly, I’ve had way more fun with it.

I’ll talk later about Temtem, but for now, lets just talk about Immortal Redneck. If I had to describe it sufficiently, it’s a rogue like version of Doom, with an Egyptian theme. The game itself is fairly straightforward. You pick a starting character ALA Binding of Issac. This character determines your starting weapons, special activated ability, and usually has at least one more passive gimmick. Then you go into a pyramid, fight your way through to the stairs, go up the next level where enemies get harder until you die or get to the top. On the way to the top there are two bosses. If you get all the way to the top, or if you die, you restart, and can spend money you’ve collected on your way up to increase your hp/def/attack/unlock characters. It’s a pretty standard rogue like structure.

Here’s the thing though. If the reason you start playing Immortal Redneck is because “Oh hey, roguelike” I don’t think you’ll actually have a very good time. Most well regarded rogue-likes have an aspect of “learning” to them, and that isn’t really present in this. You don’t really construct a build. The only thing you can change about your set up as you proceed up the pyramid is your weapon load out, if you find something interesting to replace it with. The only real power-ups, “scrolls” can be good or bad, and you don’t know what they are until you pick them up.

I like Immortal Redneck overall though, because its fun. While it doesn’t follow the standard rogue like gameplay, most of the guns are a joy to play with, and just fun to shoot things with. While it does lean a bit heavily into references to pop culture with some of them, (looking at you little cricket and woolololo staff) most of them are just very satisfying to use.

In addition, the voice acting is pretty good. The only real voice lines are from the titular Immortal Redneck, but I found myself actually rather enjoying how he’s described. Making your character likable in a shooter like this seems difficult when all you can have them really do is spout one liners, but these make the redneck out as surprisingly likable.

I enjoyed Immortal Redneck, and if you like shooters I’d say give it a shot. But if you’re looking into it for the roguelike elements, it may not be your cup of tea.