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Create a Class Contest: 3rd Edition (Contest Over!)

Class name: Echo(es)
Appearance:
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Useable Weapons: They wear hi-tech gaunlets, that are powered by the energy of the user.
Known Magics: Basic and Advanced level Magical skills, their magic is predominantly based on sound and sound waves
Speed: 4
Physical Strength: 1
Magical Strength: 5
Physical Defense:1
Magical Defense:5
Special Abilities: They can use sound waves to distort other waves signals, including electromagnetic and brain waves. This makes them extremely dangerous.
Skills
Pulse: This attack only works if direct contact is made. A High frequency sound wave is shot through the enemy. Depending on the magnitude, it can result in organ ruptures and nerve damage
Sonar: The Echo generates two sound waves, one high density one that equalizes environment and a second low density one that masks the area. This reveals any hidden traps or enemies as well as paralyzes them for about 10 seconds.
Saser: Aka Sound amplification by stimulated emission of radiation. Shoots a powerful high intensity sound beam, that distorts space so greatly that it is visible as a bluish beam. Unlike a laser once it hits a target, it will rapidly vibrate the target, until its energy is used up. This means that if a Saser was to hit your finger it would go throughout your entire body. The Saser gets weaker as it travels, but a point black shot would literally obliterate anything. The Saser however drains a very high amount of energy and is a desperation move at best

Description: Echoes are not blind, they have chosen to give up their sight to increase their hearing abilities. People who train to become Echoes, often love music and are able to identify many of there favorite songs even if played in reverse. Echoes develop the ability to "see" with their ears. The also develop keen instinct and speed. However, they do not focus on hand to hand combat, instead using a combination of powerful magic and sound attacks. Most echoes pupils become red from lack of sunlight and their vision depreciates. Most Echoes eyes are very sensitive to light. Like there rivals Mirages, Echoes are not easily deceived. Their gauntlets allow them to create, modify, or erase sound waves, while their headphones increase there hearing by 300%. Mature Echoes are able to adjust what they want to hear and listen to what they want by thought alone.
 
Class Name Catastrophe Adept
Appearance
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Weapons Calamity Rods.

Skills

Ice Type
Avalanche - Call forth a massive slide of snow, reduces enemies speed.
Snowstorm - Damages enemy per turn and lowers their accuracy.
Ice Age - Randomly freezes anyone on the battle field (you and your enemy)

Ground Type
Earthquake - Shakes the ground causing damage (flying monsters unaffected)
Fissure - Cracks opens the ground (may one hit ko with a very low chance)
Rock Slide - Multi hitting attack

Water Type
Tidal Wave - Crashes huge amount of water to the enemy.
Tsunami - Stronger version of Tidal Wave.
Whirlpool - Traps enemy and causes damage every turn.

Wind Type
Whirlwind - Causes wind damage.
Hurricane - Causes hard wind damage.
Tornado - Causes massive wind damage.

Cloud Type
Rain dance - Increases water damage.
Storm - Deals damage every turn, increase electric skill's accuracy.
Thunder Storm - Same as storm but with added lightning every turn (yours and opponent)

Fire Type
Volcano - Makes a volcano erupt dealing fire damage.
Forest Fire - Deals double damage on wood monsters, last three turns.
Meteor Blow - Summons a meteor.

Speed - 2
Magic - 5
Strength - 1

Description True magicians and can control the dangerous magic of all: Force of Nature. This highly skilled mage can call any of the Catastrophe to wreak havoc on the battle field. Though each Adept are only limited to 2 of the 6 types of Spell. Even though they are powerful, most of their skills takes too long to cast and most of them are channeling spells (user can't do action to keep the effect of the skill) They are feared by many and often nicknamed 'Doom Sage'.
 
The battle system is based on the map, not inside its own instance (ie. pokemon). I don't know what you call this, because I don't usually come online for this stuff sry. I don't know if that matters for this competition, but I wanted to get it out of the way so I'm not wasing your time if it doesn't. This is a class I made for my last game (You wont find it anywhere because I burned it to a disc...then burned the disc).

Class name: Moonlit seer
Appearance: Doesn't really matter as long as the clothing is dark and long. The blindfold is a must however, a seer without one just wouldn't be sexy. When this character was active I increased tint per thickness of the blindfold, but increased base scrying distance, and the strength of dmg/heal spells.
Useable Weapons: Shards, or whole mirrors. The 'uber' was a mirror that held moonlight inside.
Known Magics: Seer was a handy class, albeit not so usefull in battle. Using sight and lunar-based powers, the skills went something like this.

Scry = Scrolls screen in a direction to see hidden passages etc.
Avoidance = Holds player direction, and moves the seer back a considerable distance rapidly. (Evasive move)
Anticipation = Increases base move speed, setting up common event to reset it appropriately.
Unveil the shadow = Removes visual distortions on the map, showing hidden items/enemies etc.
Relieve burns = ...don't tell me you don't know what this does
Cooling light = A low mp cost, low effect heal spell, with a high cast time.
Moonlit blades = Increases parties attack by X for 30 seconds.
Irascor noctus = Deals steady damage to all enemies while moonlight is active
Moonlight = Halves sun dmg and Doubles moon dmg.

Speed?: As far as ability to move around map, 3
Physically Strong?: 1
Magically Strong?: 2
Special Abilities: The abovementioned seeing spells. The class is used as an assist for other characters as well as a leader for the party. The "I have visions" excuse let me spice up the plot with snippets here and there too ><
Description: The world on which this takes place is divided into 7 races (1 for each compass direction, 1 for up and down, and human/beasts in the middle). Human/beasts, Angels, Demons and the four elementals. Humans have only 3 classes: Seer(moon mage), Sorcerer(sun mage), and your average fighter, which, depending on how beastlike it is, may have different specs. The essence of the sun or moon show up at a young age in children, and harnessing them leaves the body weaker than those of the fighter, which fully develop. The sorcerers are a heavy burst dmg class, which rely on high mp spells. The seer is the perfect counterpoint. With low hp and strength however, they are usually better not acting as the PRIME party member.
 
Class Name: Mirage(s)
Appearance
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Weapons: Similar to echoes, they use a prism fist, that focuses there energy into light energy
Magics:Non-Magical Class
Speed: 5
Magical Strength: 1
Physical Strength: 3
Magical Defense: 1
Physical Strength: 3
Special Abilities: There advanced sight allows them to be immune to most light based attacks, against blindness and they cannot be deceived. They can use there prism gauntlets to shoot high powered lasers at their enemies. They also can move at very high speeds, often leaving fake after images of themselves hence their name.
Skills
Detect: Mirage can use advanced vision to reveal hidden traps, enemies, or opponents. In battle it can reveal an enemy's stats, weaknesses, and strengths.
Afterphantom: Mirage moves very fast increasing both their agility and evasion.
Phaser: This is a Mirage's killer move. They have to charge it for at least one turn before use. Using the prism fist, the mirage heats up a small portion of air with lasers until it becomes plasma. They then fire the ball of plasma which expands into a huge beam of melted matter.

Description: Mirages are people, who have chosen to increase their sight over anything else. The best qualification for being a Mirage is to have 20:20 vision. They normally love scenery, art, or beauty in general. To sharpen their sight, they wear strange glasses which train their eyes to see better. The nodes on their ears block out any sound train them to react with out hearing. They are quick to notice every detail and fully trained Mirages are able to block out what they don't want to see, and focus on what they do want to see. Their vision is actually better then that of birds.
 

Sooth

Sponsor

Class Name: Ensiferum (Latin meaning: Sword-Bearing)

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Ensiferum are pragmatic, competent warriors, hardened by the field of battle, and recognize swordsmanship as both a science and an art. While they may embellish others or themselves in stories of heroic legend, they never allow foolish, inflexible ideals to compromise their fighting style; an Ensiferum does not charge heedlessly into the fray screaming at the top of their lungs, nor does one subscribe to suicidal codes of honor.



What an Ensiferum does is use his/her head, and any trick that proves ideal for the situation; this is what has kept them alive to be as widely versed in combat as they are. They are not superhumanly strong or fast, or magically inclined, or divinely gifted, but they are courageous and genuinely skilled.

Weapon:
The class is most at home when using the archetypal one-handed longsword, for its versatility. While the class may use other swords - such as katanas, for their increased cutting power (more damage) - or rapiers for defensibility and speed - doing so will result in a cutback to the class' greatest asset, which is combat versatility.

Physical Strength: 4-5 (See below)
Magical Strength: 0 or 1 (See below)
Speed: 4

Statistical Overview: The Ensiferum is not a "Damage" character. While survivable as a tank, withstanding mass amounts of damage is not its specialty. The majority of the Ensiferum's abilities cost at most a modest amount of SP, making them comparable to regular attacks. Rather than progress linearly in damage, the Ensiferum's skills expand its tactical options and abilities to overcome a greater variety of opponents.

In terms of ordinary attack power, the Ensiferum deserves a rating of 5 for physical strength. Out of all the classes in a given game, it should have among the fastest / far reaching patterns of growth for normal attack power. This is to make up for the fact that, unlike many classes, its skills do not drastically improve its damage. The Ensiferum's attack power keeps its damage relevant at higher levels, but the nature of its skills keeps it from becoming a class that's known for its damage dishing abilities.

Furthermore, its SP raises very little throughout the game. Since the scale of SP costs for its skills doesn't change much, this neither hurts or helps the Ensiferum - though it does help make all of its learned skills relevant at any level.

The Ensiferum has fairly well rounded stats between Strength, Dexterity and Agility (or their game equivalents), given that it depends on all three to be effective. They are also highly intelligent, although this is either irrelevant (since they don't use magic) or purely thematic.

The Ensiferum has no magical ability whatsoever, though some of its abilities are "pseudo-magical" in nature (this is purely flavor; all of its attacks target physical defense). Its magical defense is low, but the Ensiferum is more difficult to disable than one might think. The Ensiferum is substantially resistant to magical or psychological states effecting action or mobility, such as fear, confusion, mind control, paralysis, etc.

Special Abilities ---


**Attacks**

False Edge: A longsword's double-edged nature practically doubles the potential trajectories it can attack with, allowing for complex feints and unexpected turnabouts - such as this move. Only usable with certain weapons, False Edge does the same damage as a regular attack but is harder to evade and costs very little SP.

Steel Wind: A powerful, cleaving attack, dealing slightly higher damage (based on Strength); more importantly, this attack receives less reduction against armored or otherwise physically resistant opponents. It is easier to evade. Not usable with light, finesse-based weapons (such as rapiers).

Serpent Thrust: A deadly and sudden thrusting attack, not usable by weapons that specialize in cutting (such as katanas). Deals slightly higher damage (based on Dexterity), and is very difficult to evade.

Crack the Shell: This quasi-magical strike deals normal damage, but induces a state that reduces the target's physical defense, and furthermore disables states that raise it. It lasts for several rounds, making it necessary to repeat in longer fights. Against opponents who're immune to physical damage, this skill makes them partially vulnerable for the duration.

Flesh Ripper: Only usable on certain opponents (not undead, for one), this skill tears open the victim's flesh, causing blood to pour forth and damage to be sustained each round.

Baffling Strike: Deals regular damage and confuses the opponent; by turning enemies against each other, the physical-attack-dependent Ensiferum may be able to avoid being easily overcome by hordes of lesser opponents.

Hamstring: Only effective against opponents with actual anatomy, Hamstring deals attack damage and induces the 'slowed' state.

Finishing Move: Instantly kills an opponent. This inexpensive ability is reliable against weak, "trash" opponents, but a waste of time against stronger ones and utterly ineffective against mini-bosses and up.

Thicket of Blades: The Ensiferum suppresses an opponent with an incessant series of strikes; this attack deals slightly increased damage (based on Agility), prevents the opponent from acting, and reduces their physical defense. It only lasts one round, however, making it necessary to repeat for full effect, and doesn't always work on tougher enemies. Bosses tend to be highly resistant to the "you can't act this round" part of its effect.

**Support Abilities**

Assessment: Since bosses tend to have a lot of HP and are resistant or even immune to most states, this is the Ensiferum's most important ability against them. He/she "studies" their opponent, gaining a feel for their strengths and weaknesses - and then adapts to them. In order to make this manageable on the system, this works by collapsing enemies into different "categories" and then giving bonuses based on what category is assessed. Common categories include:

--- Brutes (physical beasts): The Ensiferum gains increased evasion.
--- Mages: The Ensiferum gains increased magical defense.
--- Undead: The Ensiferum gains immunity to certain status effects.

The bonuses are significant but never drastic, aimed at putting the Ensiferum on a "fair level" with his/her opponent. The Ensiferum can only adapt to one opponent at a time, and it takes a turn to do so.

Some might call the Ensiferum the "bard" of swordsmanship: while never vastly superior, the Ensiferum is always useful and never a pushover.

Stance of Clarity: The world slows down in the Ensiferum's eyes, allowing it to focus and anticipate attacks. Induces a state on the user that results in higher evasion and agility.

Vanguard:
The Ensiferum prepares to hold the line against oncoming attackers. Induces a state on the user that results in higher attack and physical defense, but greatly reduced evasion.

Second Wind:
This ability can only be used once in a fight. The Ensiferum regains approximately 30% of its HP, and recovers from negative status effects; he/she gains a significant one-boost to Agility (or its equivalent) in order to make up for the action spent using the skill. At higher levels, if the Ensiferum is killed, this ability automatically triggers (bringing him/her up to 30% HP). If this happens, however, the Ensiferium is actually dazed for one round, and does not gain an Agility boost.
 
Class Name: Hypermobiles
also known as: Contortionists
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Weapon: Most Hypermobiles prefer to use no weapons at all, they can however use most weapons with skilled proficiency as long as it is not a weapon that takes time to master.
Weapons they can use are: Most normal fire arms or projectiles, swords, whips, and lances. They cannot use advanced weapons like broadswords, sniper rifles, or hammers.
Magic: Their magic is basic healing and stat increasing casts.
Speed:4
Magic Strength:1
Physical Strength:4
Magical Defense: 3
Physical Defense:4
Special Abilities: The have hyper senses like Mirages and Echoes, but theirs is more deeper. Through their sense of touch, they can detect their whole environment. By "reading the air" they are able to react easily to most attacks. This means that they have high evasiveness. They can also detect vital spots with this ability, giving them a high critical rate.
Skills
Balance: Hypermobile blocks all senses except touch and focuses on environment. This allows them to concentrate and brace for attacks or to attack. Increase strength, critical rate, and evasiveness
Beautiful Wound: By using advanced contortionist techniques, they wrap themselves around their enemy, and hit vital spots while gracefully moving around their body both wounding and paralyzing the enemy.
Counter: The Hypermobile focuses completely on the enemy. If they attack, then the Hypermobile will damage them by dodging and simultaneously hitting enemy vitals.
Battle Formation: Hypermobile removes blindfold and utilizes all 5 of their senses, their evasiveness and critical rate go down, but there attack and speed go up.

Description: Hypermobility is a type of Martial Art. They use this fighting style to increase and train their senses. The main premise of this martial art is balance. Hypermobiles attacks are based on balance. They sense the environment by feeling air pressure and temperature with their skin, this is why they wear such loose clothing. This allows them to sense their enemies and "balance them out". The best strategy against a Hypermobile is to attack after them. They are still skilled at detection and fighting, they do not miss very often. Hypermobility evolved from the art of contortion. This is why they are so flexible and able to react to any and every situation. Also due to the fact that they sense the environment with their mind's eye and their sense of touch, they develop 360 degree vision in real time. Their range of site is limited however to the amount of objects they can focus on in an area. This means that in a field they would have a range of about 3 miles, while in a city their range would be 20 feet. That is blindfolded of course.
 

dcbd

Member

Class name: Martial Arts Sage
Appearance: Casual clothing or traditional gi.
Usable weapons: Body (fists, feet, etc.)
Known Magics/Skills:
- Mind Constrict: Lowers target's magic defense.
- Double Palm: Deals little non-elemental magic damage to one target. (additional effect: 25% change of inflicting stun on the target)
- 3hit combo: Deals non-elemental magic damage to one target. (additional effect: 10% change of decreasing target's magic defense)
- 6hit combo (high levels only): Deals greater non-elemental magic damage to one target.
- 10hit combo (higher levels only): Deals massive non-elemental magic damage to one target. (additional effect: 15% change of inflicting stun on the user)
- Mind Blast (higher levels only): Deals non-elemental magic damage to all enemies. (additional effect: 20% change of inflicting stun to damaged targets including the user)

Speed: 1
Physically Strong: 2
Magically Strong: 5
Special Abilities:
- Meditate: Recovers MP overtime outside of battles/dungeons.
Description: Abandoning their strength as well as their speed, sages train on mind. Able to extract raw magic energy from their body with the simplest of movements, the martial arts sage combines his/her fighting style with untapped magic energy to unleash slow but powerful non-elemental magic attacks on their opponents.
 
Class Name: Switchblade Artist

Appearance: Pale skined. Dark, tinted goggles over their eyes. Light-weight clothing for fast movement, most likely darkened materials for stealth.

Useable Weapons: Can often be found using switchblades and small knives for quick and easy kills.

Known Magics: Distract: Creates a random noise wherever the user wills, as long as it is in view.

Chamelion Creates a veil over the user to hide them from enemy eyes. This is used as a last resort in case the Switchblade Artist is detected and must make a quick escape.

Speed: 5, one of the fastest classes you can find.

Physically Strong: 2, When found, their main priority is to get away from the attacker. They can not take too many hits and live.

Magically Strong: 1, Not much defense against magic. Once again, their priority is to stay in the shadows.

Special Abilities: Due to a mutated gene in their DNA, Switchblade Artists must wear tintied goggles or else light will cause then temporary blindness. On the other hand, it allows them to see perfectly in the dark.

Description: The Switchblade Artists are a clan of assasins that are known for infiltrating, eliminating their targets, and escaping without detection as fast as possible. Due to a mutation in their genes, they must wear tinted goggles to avoid going blind. This however, gives them the ability to see in the dark perfectly. While very fast, the light clothing that they wear does not hold up very well against physical damage and provides no protection against magical damage. The Switchblade Artist's main base of operation is far underground. Infiltration from enemy forces is near impossible considering their is virtually no light underground.
 
OK, this contest is CLOSED! I will post a final list of accepted entries (Including going over previously rejected entries) a little later. Then, I will take a couple of days to judge each entry. Winning entries will be posted with their scores.

OK guys, the list is still coming, but I have one final announcement! I need Judges! If anyone wants to be a judge, just PM me, and I'll see what I can do. Remember, judges can't place in the contest, but you can still get some good comments on your classes. I also wish to point out that if I do get some additional judges, the scores in each category will be averaged together from the scores given by various judges.
 
OK guys, time for the final acceptances! First off, I would like to say that if anyone's entry has an edit date of more than 4 hours past the closing time (12:00 AM Feb 1st GMT-8 was closing time, so if it is after 4:00 AM GMT-8), then their entry is automatically disqualified. The only reason I left those 4 hours is for the fact that not everyone has a synched clock, and I wanted to be more than sure I covered my bases. Anyway, time for the final acceptances!

Previously Rejected Entries:

dcbd: Unfortunately, the angel class couldn't be fixed, as it was all but required to be race-based for how you put it together. (I must admit, you seem to have glossed over the idea of rising through the ranks in heaven...)

Daxisheart: Unfortunately, this entry (Eternals) was never edited. Therefore, it is still much too powerful.

Justin Lee: Once again, never edited. I apologize, but I can't consider the Halberdmanner class.

cayoda: Again, it remained unedited. I cannot accept the Moon Seeker class.

Armor King 108: Thank you for editing this entry. Although it still seems a bit overpowered, it is in a much more acceptable range. Moth Riders are Considered.

Muffins .org: Once again, it remains unedited. I apologize, but I cannot add Shape Fakers to the list of accepted entries.

cayoda: You don't seem to be trying all that hard to win, do you. As it is unedited, I cannot accept the Hell Damned class.

Mimi Chan: As you have explained that the descriptions of the spells were of the animations and not their actual power, I'll have to change my opinion on this class. Although much too powerful when two are in the same party, the Gravity Conjurors are now Considered. (I would also mention that you'd want to avoid battle animations where you see obviously fatal damage to an enemy. Look closely in any professional game, and you'll almost never see a battle animation where an enemy suffers some fatal injury to their body. (Like having a large portion cut off, exloding or imploding)

Injury: Once again, the post is unedited. I cannot add Zombies to the considered list.

Remaining Entries:

deathbethecost: Unfortunately, it really should be original. Also, the class would be far too powerful at night when the moon is out. I'm sorry, but I cannot consider the Lost Soul.

Monsterbox: I'm sorry, but I specifcally stated that race-based classes were forbidden when I set out the rules. Barack Obama cannot be accepted as a class.

cairn: Does anyone actually read the rules anymore? Race-based classes are forbidden, and you didn't explain why the eyes would be red, if it wasn't race-based.

Lord Seth: This is interesting. Not the most balanced, but it is within the ranges I was looking for. I would recommend avoiding classes with unbalanced stats. (For example, yours is simply too weak to stand up to a physical attack) Considered.

Mimi Chan: Very interesting. As I mentioned, multiple classes within one make a class rather than a simpler class. They seem somewhat balanced, but the potential to mix certain types of spells could prove catastophic on the battlefield. Condered.

Akash47: I say this too much, but I think this class is actually rather interesting. It reminds me of something from a book series by David Eddings. Anyway, this seems to be fairly well balanced, and certainly unique. Considered.

Lord Seth: A see this is a counterpoint to the last class. It seems faily well balanced, with nothing really out of synch. Considered.

Sooth: Wow. Just wow. I've seen classes in professionally made video games that have worse balance than this class. As best I can tell, this is almost the exact center of the relative balance scale, although it would be a little more powerful in the early game than the late game. Considered.

Lord Seth: This one is a little more powerful than your other classes. It is still within the range of balance, but it might have been toned down a bit. Considered.

dcbd: You seem to be fond of classics. This class is almost completely dominated by the classic styles for a game class. That doesn't make it bad, but it certainly changes the type of classes that a game must have. This class and the last one would not fit in the same game, and thus, must be looked at differently, for individual merits. Considered.

Vampiriclayer: As I've said from the beginning of this contest, no race-based classes. I think that a class that requires a specific genetic mutation would count as race-based, don't you?
 
CanadaATW":2u194b7i said:
damn it! I was about to post one when i saw it was closed! :cry:

There'll be other contests in the future. In fact, I might atually make a habit of donating at least one sponsorship to the contests I like. Not to mention the fact that I like this contest enough to possibly have it come back sometime in the future. (Again)
 
How many more judges are needed? And when will do you suppose you'll be announcing the winners?

: ) All these classes look awesome. It'd be cool to see a game including ONLY the classes here. It wouldn't just be completely unique, but it would be balanced, interesting, and more fun to play than the traditional warrior/mage classes we usually see. I can't wait to see who takes the gold here!

Nice job everyone who entered.
 
Mikee":1tq3xosb said:
How many more judges are needed? And when will do you suppose you'll be announcing the winners?

: ) All these classes look awesome. It'd be cool to see a game including ONLY the classes here. It wouldn't just be completely unique, but it would be balanced, interesting, and more fun to play than the traditional warrior/mage classes we usually see. I can't wait to see who takes the gold here!

Nice job everyone who entered.

Although I technically don't need any judges other than myself, it would certainly even the odds for specifc classes. (For example, I don't exactly like tankers...) I'll try to stay impartial, but I'm only human, after all. I'll edit the other post with a list of the rest of the accepted entries in a minute, and then I'll have to start scoring the entries.
 
I know what you mean. WoW for example: I've played every class BUT warrior to level 30 at least. Mainly because I find warriors really boring. So even some of the tanking classes on here had me falling asleep. Ha ha.

Well, let us know!
Thanks, Glitchfinder.
 
I have the final results! Since I never recieved any requests for judges, I had the judge it myself. Anyway, on to the results!

1st Place: Sooth! (Ensiferum)
This class won first for a couple of reasons. The first reason is that this class is so well balanced that it would not only be perfectly fine in the default battle systems of both RMXP and RMVX, but it would also be well balanced in pretty much every type of battle system I can think of. Another advantage this class had was the fact that it did not get overly creative with abilities. Specifically, it would be easy to program, and easy to play. This final advantage is that this class would remain useful throughout the entire game, unlike many other classes here.

2nd Place: goldenryu9292! (Japfag)
This class had a couple of advantages over many of the entries here. It was very well balance, trading power to help the team. It also was very creative, without becoming difficult to create or play. Finally, this is pretty much the funniest class I've seen, and would be extremely fun to watch grow as a game progressed. (Especially when you imagine all the dialogue that the class might generate)

3rd Place: Sniper! (Floriographist)
This class had several of the advantages of the previous two classes. It would be easy to play, and was well balanced. It would also be easy to create. It really scored high marks in creativity (as did the last one), mainly because it is something that is outside the box without being totally out there.

4th Place(s): A tie! dcbd (Martial Arts Sage) and Mimi Chan (Catastrophe Adept)
Well, these classes tied, but for very different reasons. They were both about the same in balance, and they both would probably prove to be about as fun to play. (Considering they would never be in the same game) dcbd's class scored maximum points in the playability category because it would be extremely easy to add to a game, and it would also be easy to play. Mimi Chan's class scored high in creativity because of the creative combination of Mages and Elementals. (At least, the way it was pulled off was creative)

All right, now that the dirty work is out of the way, it's time to get on with the rest of the placings. Take these with a grain of salt, because come classes just could not work properly in a standard battle system, and because I included the winners as well. (I also will refrain from providing comments on these classes, to avoid clutter)

5th Place: Akash47 (Moonlit seer)
6th Place: dcbd (Holy Order Guardian)
7th Place(s): Mikee (Reader), Mimi Chan (Card Master), Mimi Chan (Azure/Crimson Blader), and Kodakami (Bard)
8th Place(s): feralninja (Cook), Mimi Chan (Gravity Conjuror), Keegzilla (DJ), and Lord Seth (Echo(es))
9th Place(s): BrunoTR (Magical manipulator) and Wolfgang (Delic Mercenary)
10th Place: Lord Seth (Mirage(s))
11th Place(s): Keegzilla (Emo), ~R~ (Hobo), Talaho (Seductress/Seducer), Kaminosai (Economancer), and Lord Seth (Hypermobiles)
12th Place(s): Dadevster (Corrupt Physicist), Armor King 108 (Moth Rider), and Crazetex (Primal Avatar (Pavat))
13th Place: Marcus (Rumor Monger)
14th Place: Wolfgang (Corrupted)
15th Place: goldenryu9292 (Seamage)

I just want to give you guys and idea of why some entries may not have won, or simply placed low on the charts. I mentioned earlier how I was judging the contest (see page two), and because of this, there were several flaws that usually led to a class's demise. The first, and most common flaw, was the fact that many of these classes weren't well enough balanced. Usually because of multiple power levels (like the seamage and corrupted), this led to difficulties with balancing that are essentially impossible to overcome. The second flaw I noticed was with my playability judging. Specifically, many of these classes were simply too difficult to program or too difficult to play to be worth it. (Or a combination of the two) Finally, some classes just wouldn't be fun to play. They were either too complex, or they just didn't fit in with how a normal game would actually be played. Many of these flaws led to low scores in more than one category, which would result in a much lower overall score.

I'll get around to distributing the sponsorships as soon as one of the mods tells me what the new sponsorship email is. (Lumi couldn't get them to tell him) I'll take requests on what the userbars should be (for first and second), but they have to be the same size as default userbars, can't be graphically intensive, and, if text, have to be fairly short. (And if they have transparency, I'll make them a gif, which lowers quality) The rest of the prizes are up to Xilef.

Also, @ Mimi Chan: You might have to save those for a while. The last time this contest was held was almost a year ago, and it might be at least that long before it happens again.
 

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