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Well, we made it! This has been in the works for a while and I'm very happy that I was finally able to bring it to life for you all, and I really hope you enjoyed it! From a host's perspective, I would consider this a success overall. It wasn't perfect, there were some flaws that became apparent and a few bumps along the road, but at the end of the day, this was an experimental format and we all found out what works and what doesn't work together. I would like to see other users iterate on this format and I'd be interested in hosting another one myself at some point, so please offer feedback if you have it!
Speaking of feedback, I have some of my own! These were some things I observed or was given feedback on that I think could've been done better.
Quest design - I'm mostly happy with these for a first game, but there were a few that turned out kind of railroady with not much room for variation or creativity in solving them. Each quest had an intended solution, but the players were generally really creative in solving them in their own ways, so although the ones that didn't leave room for that seemed fine in the design process, they ultimately stuck out like a sore thumb. To their credit, the players did manage to come up with some pretty neat ideas for these anyway, but still, don't do ones like these! They are boring.
For quests that were completed by delivering an item to an NPC, the creativity tiebreaker rule inadvertently caused players to come up with really elaborate and flashy drop-off submissions, and although that wasn't necessarily a bad thing and they were fun to read, it's not something that I ever really intended to happen. Putting energy into creative solutions makes more sense when you're working on solving the puzzle versus performing a menial task, so I'd like to see quest design push players more in the former direction. Ideally, you automatically complete the quest by getting the item, or have deliveries be part of the quest but not the end goal.
Although I didn't get any complaints about this, the design of Spanner's quest ended up clashing a little with the idea of quest instances. Normally, what you did in Action Phases wouldn't affect Explore Phases until a quest was completed, but the WT animatronic running around necessitated affecting the Explore Phase somehow, otherwise it'd just be a shot in the dark which wouldn't have been fun. Just keep this in mind and make sure quests are designed around it. (Unless the game is specifically designed for it, I wouldn't suggest removing quest instances since it prevents various dirty plays.)
Last little note on these, the quest objective for Commander Nebula was a little vague and didn't mention the space battle at all, so multiple players seemed caught off guard by it. Weird oversight where the final objective wasn't actually mentioned. Just a general notice to make sure quests are descriptive!
Clarification of mechanics - Yeah, experimental format and all that, so this one's to be expected. As the game played out I had to make a few clarifications that weren't there initially and come up with/allow some things on the fly when the players tried things I didn't expect or think about. Transferring items between teammates without wasting a meetup during the Action Phase, being able to send items to other locations if you're clever enough, and puppeteering inactive teammates are the three big ones that stick out. The general mechanics of Explore/Action Phases could've been clearer since there was some confusion there from several players - there's a learning curve with a new game format but you should also expect new players in any game! Not much to say here other than make sure this stuff is clear at the outset now that it's been established.
Pacing - Based on feedback, it seems like the release of content was too much, too fast, and got overwhelming with lots of things in different places happening all at the same time. A suggestion I got was to have these be similar to AKGO's day zero where it would start off with a more linear guided tour that gradually revealed everything, and then players could use the remaining time to poke at it further, which I think would be a great idea (I would've implemented it here if I didn't think it would've been a jarring change midgame, honestly). Also, the content rollout felt a little unbalanced as it played out, Phase 2 was lighter on new content and Phase 3 was heavier.
Player count - 18 players may have been a little too much for competing over 13 artifacts? I'm not entirely sure, so this will probably depend on player feedback. The game length seemed pretty good for something of this scale, at least.
Anyway, since I'm sure more than a few players are curious, here's the intended solutions for each quest! Some were closer to what actually ended up happening than others.
Last but (hopefully) not least, my inspirations for the various locations and characters! I pulled references from a lot of community projects over the past few years and some other sources. Hopefully someone besides me finds behind the scenes content as interesting!
Speaking of feedback, I have some of my own! These were some things I observed or was given feedback on that I think could've been done better.
Quest design - I'm mostly happy with these for a first game, but there were a few that turned out kind of railroady with not much room for variation or creativity in solving them. Each quest had an intended solution, but the players were generally really creative in solving them in their own ways, so although the ones that didn't leave room for that seemed fine in the design process, they ultimately stuck out like a sore thumb. To their credit, the players did manage to come up with some pretty neat ideas for these anyway, but still, don't do ones like these! They are boring.
For quests that were completed by delivering an item to an NPC, the creativity tiebreaker rule inadvertently caused players to come up with really elaborate and flashy drop-off submissions, and although that wasn't necessarily a bad thing and they were fun to read, it's not something that I ever really intended to happen. Putting energy into creative solutions makes more sense when you're working on solving the puzzle versus performing a menial task, so I'd like to see quest design push players more in the former direction. Ideally, you automatically complete the quest by getting the item, or have deliveries be part of the quest but not the end goal.
Although I didn't get any complaints about this, the design of Spanner's quest ended up clashing a little with the idea of quest instances. Normally, what you did in Action Phases wouldn't affect Explore Phases until a quest was completed, but the WT animatronic running around necessitated affecting the Explore Phase somehow, otherwise it'd just be a shot in the dark which wouldn't have been fun. Just keep this in mind and make sure quests are designed around it. (Unless the game is specifically designed for it, I wouldn't suggest removing quest instances since it prevents various dirty plays.)
Last little note on these, the quest objective for Commander Nebula was a little vague and didn't mention the space battle at all, so multiple players seemed caught off guard by it. Weird oversight where the final objective wasn't actually mentioned. Just a general notice to make sure quests are descriptive!
Clarification of mechanics - Yeah, experimental format and all that, so this one's to be expected. As the game played out I had to make a few clarifications that weren't there initially and come up with/allow some things on the fly when the players tried things I didn't expect or think about. Transferring items between teammates without wasting a meetup during the Action Phase, being able to send items to other locations if you're clever enough, and puppeteering inactive teammates are the three big ones that stick out. The general mechanics of Explore/Action Phases could've been clearer since there was some confusion there from several players - there's a learning curve with a new game format but you should also expect new players in any game! Not much to say here other than make sure this stuff is clear at the outset now that it's been established.
Pacing - Based on feedback, it seems like the release of content was too much, too fast, and got overwhelming with lots of things in different places happening all at the same time. A suggestion I got was to have these be similar to AKGO's day zero where it would start off with a more linear guided tour that gradually revealed everything, and then players could use the remaining time to poke at it further, which I think would be a great idea (I would've implemented it here if I didn't think it would've been a jarring change midgame, honestly). Also, the content rollout felt a little unbalanced as it played out, Phase 2 was lighter on new content and Phase 3 was heavier.
Player count - 18 players may have been a little too much for competing over 13 artifacts? I'm not entirely sure, so this will probably depend on player feedback. The game length seemed pretty good for something of this scale, at least.
Anyway, since I'm sure more than a few players are curious, here's the intended solutions for each quest! Some were closer to what actually ended up happening than others.
- Band Stage/Spanner - Once you find the WT animatronic on the ferris wheel, you interact with him and he runs away. The intended solution was following him to the Spinning Bowls, then to The Chuckster, and at that point he'd just go back to the Band Stage on his own.
- Big Top Hat/Rigatoni the Great - The intended foods to pick up and bring to the clowns were cotton candy and beef jerky from the Fun Center and Freaky Flakes from the Fear Factory.
- F-Seafloor Bumper Cars/Blooper Arrow - Fight The Draqen in ranged combat of some sort and knock him off of The Chuckster. Once you defeated him he'd tell you that he shoved the Blurp in the Cereal Box Ghost's box, so you'd have to go there and ask him to open it.
- Fear Factory/Vincent Overpriced - Get milk (Splash Carton was the intended source) and give it to the Health Inspector to revive him. I ended up cutting an extra objective where he would run off and Vincent would ask you to take a bag of bribe money to him to stop the report because it wasn't very interesting and would've just dragged it out.
- Fun Center/Shbeeg Mascot Guy(s) - Find an NPC who appreciates Shbeeg and get them to follow you. The intended NPC was actually dropped from the game because this was finished early! When the Spinning Bowls opened, there was going to be a rabbit kid named 208 (the joke being that he has so many siblings his parents just started numbering the kids, and a reference to the then-upcoming Issue 208 of The 'Shroom). At first he would be too bored to move so you'd have to give him cotton candy, and then he'd follow you back to the Fun Center. He likes Shbeeg because it's cool to see rabbits in high business positions.
- Mertle's Fortune Tent - Go to the Fear Factory and get into Lactosi's office. Since he tells you he'll only trade for new candles, you'd have to go to the Recycling Center and make a new set out of trash. I don't know why I thought the natural progression was to trade them and not just give the new ones to Mertle, in hindsight.
- Pop's Shop/Mal Itt - Pretty obvious, this was just a trading quest across the park.
- Recycling Center/Bin Brothers - The solution was pretty much given in the objective! This one also had a cut objective where the machine would break down when you came back and you'd need to go tell Spanner to fix it, but again, this was just an extra step dragging out the quest.
- Splash Carton/Milk Man - Pretty much only one way to complete this one too.
- Star Blasters/Commander Nebula - Get the Power Star and bring it to Mertle to remove the curse, then come back and fight General Stellon. I didn't really have any intended solution for the Stellon fight, basically just put some effort into something cool and it'll be a valid submission.
- The Beast Beneath the Dome/Captain Hairbanks - Get a weapon to put on the submarine and fight the Porcupuffer. I didn't have any specific item in mind.
- Wasino/Wheeler - Roulette was rigged. Pressing Gamball further would've revealed the existence of the casino's back room, and by getting in there you could shut off the power to the device Wheeler used to stop the wheel on his own, allowing you to play a fair game (still coin flip RNG, though). You'd have to get past Teller to do it though, and the solution I came up with was bribing him with something spinny.
- Wheeluigi Time/King Kong - Knock King Kong off with an attack at the Hall of Reflectinators.
Last but (hopefully) not least, my inspirations for the various locations and characters! I pulled references from a lot of community projects over the past few years and some other sources. Hopefully someone besides me finds behind the scenes content as interesting!
The Waluigi Time Amusement Park itself comes from a set of comics I made for 2021's Beaches vs. Amusement Parks 'Shroomfest. Pretty much all of the locations were what kind of makes sense in a theme park, but a few of them have some semi-interesting stories.
The comics established a few of the attractions seen in the final game as WTified versions of standard amusement park fare - the Band Stage, Fear Factory (at the time known as the House of Shmellogg's, but I ended up dropping the direct Kellogg's references for the final game), Fun Center, Spinning Bowls, and Wheeluigi Time. The Hall of Reflectinators is a hall of mirrors but based on the reflectinator item from WT Cereal Mafia. Funko Pops ended up being in the game as an answer to Living Game's Nesoberis on Rose's suggestion, and the name of the shop was a slight variation on an unused suggestion Rose also gave me a while back for a candy store in Shmaluigi, Private Investigator. Splash Carton is a spoof of Disney's Splash Mountain. The Chuckster was an idea that MightyMario gave me in unrelated talks also involving the park.
The comics established a few of the attractions seen in the final game as WTified versions of standard amusement park fare - the Band Stage, Fear Factory (at the time known as the House of Shmellogg's, but I ended up dropping the direct Kellogg's references for the final game), Fun Center, Spinning Bowls, and Wheeluigi Time. The Hall of Reflectinators is a hall of mirrors but based on the reflectinator item from WT Cereal Mafia. Funko Pops ended up being in the game as an answer to Living Game's Nesoberis on Rose's suggestion, and the name of the shop was a slight variation on an unused suggestion Rose also gave me a while back for a candy store in Shmaluigi, Private Investigator. Splash Carton is a spoof of Disney's Splash Mountain. The Chuckster was an idea that MightyMario gave me in unrelated talks also involving the park.
- Bin Brothers - Reference to the idea of the Awards bins, design based on Junker from Bowser's Inside Story
- Blooper Arrow and The Draqen - Parodies from Blooper Race of Super Arrow and Draq from F-Zero, infamous history here thanks to Mach Speed Mayhem overshilling
- Captain Hairbanks - Spoof of Captain Fairbanks from AKGO
- Cereal Box Ghost - Reference to the Hatbox Ghost from Disney's Haunted Mansion
- Chuck, Kameron, Lakilarry, and Spanner - Recurring characters from Mushroom Kingdom Smackdown
- Commander Nebula - I think she loosely started off as a Cayde reference but basically just ended up becoming a Samus Koopatrol with Rosalina colors
- Ferris - Spoof of MightyMario's character Zerris for the pun, he's a Koopa Troopa based on his suggestion
- Gamball - I needed a good pun
- General Stellon - Stellon and the Lumas in general are based on the running joke of Luma-related Scribbles being cursed, name is a reference to General Zellon from ClawgripFan's Sport Report: The Movie section
- Hectinator the Reflectinator - Combination of reflectinators from WT Cereal Mafia, Hector the Reflector from Yoshi's Island DS, and the mechanical bosses from Terraria
- King Kong - King Kong reference but taking the name more literally, pink coloration is a nod to Pink Donkey Kong Jr. since he was the only community-based Kong reference I could think of
- Mal Itt, Vee Achis, and Platypi Guy - Pretty sure I came up with the Funko Pops they wanted first and then designed the characters around that
- Mertle - First used for an Awards presentation parodying GBA's Horrorscopes section
- Milk Man - Running community joke of a horse on the beach with the caption "man" (was originally going to be a ghost in the Fear Factory fridge, but didn't have anything good to use this for)
- Mr. Poe - Fear Factory's version of Revin's character Cornelius, he's the raven pictured on the Freaky Flakes box and named after Edgar Allan Poe
- Mr. Shbeeg - Recurring character from lots of WT-related projects
- Muercello & Spectra - First used them in a one-off Shmaluigi, Private Investigator story, some design cues from Shaggy and Scooby-Doo
- Pop - Designed to fit the name of the store, he's a Poplin from Super Mario Bros. Wonder
- Purple McPurplepants and Tueaday McGee - Obscure pulls from an old mindless junk thread by TPG, designs based on Waluigi and the Tueaday girl community joke respectively
- Rigatoni the Great, Mr. Beefy Man, and Unicyclops - Character concepts that were taken/adapted from another project in development, Rigatoni is meant to evoke Wario to match McPurplepants' Waluigi
- Shbeeg Mascot Guy(s) - Appeared in the comics that introduced the park
- Shmwario - Recurring character from Shmaluigi-related projects, adventurer outfit is from a 2023 Awards presentation
- Snackrat and Vending Machine - Reference to the rat spawning incident during Minecraft Games 2023, Vending Machine is a dual reference to The 'Shroom Mafia 4 and features graffiti presumably left by Flygon's character Gamer Cat
- Teller Vision - Major character from ARKG, stuck him in the casino because he likes wheels
- Vincent Overpriced, Sporis Karloff, and Bela Lactosi - Spoofs of prominent horror actors Vincent Price, Boris Karloff, and Bela Lugosi, general Van Shoeul's House of Ghouls reference
- Wheeler - Reference to the running community joke of flamingos and wheels, Animal Crossing-esque design
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