Lost Marbles
Marble Kingdoms 17
updated
Armies travel randomly across the map, engaging in combat if they meet. Once conquered, towns will produce more fighters for the player. Whenever the army goes to the home city or a friendly town, it will reinforce itself with fighters.
Fighters gain experience by scoring kills. If a fighter gains enough experience it will level up, gaining perks like additional hit points, speed and/or equipment.
Destroy all the enemy kings and armies to win!
Subscribe for more!
#marble_race
#marblekingdoms
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Join this channel to get access to perks:
youtube.com/channel/UCmsLnt5kJRk0OLxecCHgeWQ/join
Signup form for having your name appear in Marble Kingdoms:
https://forms.gle/oBDniEEq39cL9VC8A
Credits:
Changed unit gained from recruit decision
Mayors now give exp to summoned villagers according to their own hero level
Added unarmed damage - marbles will deal some damage when slamming into each other
New upgrade: increase unarmed damage
Marbles level 8 and high will always go on attack when it is selected
New upgrade: critical strike (increases max damage by 50%)
Added neutral towns to initial spawn
Raiding a town that is already neutral will spawn a stronger bandit army
Various balance tweaks
Artwork:
Kenney - https://kenney.nl/assets/scribble-dungeons
https://kenney.nl/assets/cartography-pack
https://kenney.nl/assets/scribble-platformer
BluBerrey - new battle arenas
Find some more of his work here: bluberrey.com
Thanks for the following for some additional art:
The tatterman
Stippo
Laseheif
Marbles start at number 1, and multiply in value when they enter the corresponding green triggers. If they enter the red triggers, their number will reset to 1, and the number that was reached will be launched as either a burst attack or a charged shot.
Burst attack will fire shots equal to the number reached, up to several hundred or thousand shots per second depending on the number of shots still be to launched. Any subsequent burst attacks will increase the number of shots remaining. Each shot will convert one territory pixel to the player's colour.
A charged shot will combine the full number into one large shot, which will convert territory pixels equal to its number.
The charge can also be used to replenish the player's shield. The shield blocks any incoming shots, and takes damage equal to the shot strength.
Who will win?
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Rules
Shot Types
Basic shooting - turrets will shoot continuously while they have ammo, and automatically target nearby enemy shots.
Line fire - Adds ammo equal to marble charge and locks the turret's current angle.
Rotating fire - Adds ammo equal to marble charge, and enabled turret rotation.
Shotgun blast - Fires all charge instantly as a blast of small shots in a wide arc.
Shield - Increases the player's shield equal to the marble charge.
Charged shot - Combines the full charge into one shot.
when size is more than 1 million - Charged shot, but fires small shots to proper itself.
when size is more than 100 million - Charged shot, but applies gravity to pull smaller shots towards itself.
Shields
When damaged, both the shield and the shot take an equal amount of damage, calculated as follows.
If the shot has more charge than the shield, the damage is 75% of the shield charge + 250.
If the shield has more charge, damage is 75% of the shot charge + 250.
If the shot's charge is less than 1000, the damage is equal to the shot charge.
If the shot has over 5 times as much charge as the shield, the damage is equal to the shield's charge (fully destroys the shield).
The blocked shot will bounce off unless if the shot charge is 100 times greater than the shield, in which case the shot will lose 99.9% of its velocity.
Any shields above 10M will be converted into ammo.
Shooting Rate
Base shooting rate increases logarithmically according to ammo left.
If the cannon is shooting at an enemy shot, it can additionally fire a small percentage of the shot's charge.
For every minute that the cannon has been firing continuously, the fire rate will increase.
Changes in this version:
-
Credits:
Song: Lensko - Let's Go! [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/letsgo
Watch: http://youtu.be/mSLuJYtl89Y
Song: Robin Hustin - On Fire [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/OnFire
Watch: http://youtu.be/S0STHSOPPSM
Song: Poylow, Lucky Low, MAD SNAX - Freak Show (feat. India Dupriez) [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/PFreakShow
Watch: http://youtu.be
Song: Warriyo - Mortals (feat. Laura Brehm) [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/mortals
Watch: http://youtu.be/yJg-Y5byMMw
Armies travel randomly across the map, engaging in combat if they meet. Once conquered, towns will produce more fighters for the player. Whenever the army goes to the home city or a friendly town, it will reinforce itself with fighters.
Fighters gain experience by scoring kills. If a fighter gains enough experience it will level up, gaining perks like additional hit points, speed and/or equipment.
Destroy all the enemy kings and armies to win!
Subscribe for more!
#marble_race
#marblekingdoms
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Join this channel to get access to perks:
youtube.com/channel/UCmsLnt5kJRk0OLxecCHgeWQ/join
Signup form for having your name appear in Marble Kingdoms:
https://forms.gle/LwMr5JQbZi67NKfr7
Changelog
Changed initial spawning: settler armies will now change into cities when they are far enough away from the nearest player. Players that are unable to find suitable city locations will convert into towns.
Fixed spear thrust ability
Merged and reworked town build and add spawner upgrades: each spawner upgrade now spawns the corresponding town
Increased level requirement for kingless armies to capture empty towns from 2 to 3
Increased level requirement for kingless armies to attack towns from 3 to 4
When winning a battle against a town, the attackers can choose what to do with the town: destroy it, conquer it, settle, recruit, etc.
Removed the normal bandit and reaper spawns - these are now spawned with some town conquer options
Changed upgrade: spawn archers at towns now also spawns footmen, and the spawns will not go on attacks.
New kingdom upgrade: increase a spawner.
Various small balance adjustments to units
Credits:
Artwork:
Kenney - https://kenney.nl/assets/scribble-dungeons
https://kenney.nl/assets/cartography-pack
https://kenney.nl/assets/scribble-platformer
BluBerrey - new battle arenas
Find some more of his work here: bluberrey.com
Thanks for the following for some additional art:
The tatterman
Stippo
Laseheif
Hitting an enemy marble will deal damage to it. If its health reaches zero, it will either be converted (if first time its health reaches zero) or eliminated.
Last colour remaining wins!
Subscribe for more!
#marble_race #territory_wars
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Changes in this version:
- Removed summons as a level up option
Victory is achieved by destroying the enemy castle.
Who will win?
Subscribe for more!
#marble_race
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Changes in this version:
- New unit: Lancer. Moves fast and deals damage on contact.
- Change basic shield man to not reflect arrows.
- New unit: reflecting shieldman. Shield reflects arrows.
- Prevented some triggers when you don't have many armies, e.g. Charge, Frenzy or Vanish (prevent wasting a potentially high number marble on an effect that does nothing)
- Small buffs/nerfs to various units.
Credits:
Various assets by Kenney.
https://kenney.nl
Marbles start at number 1, and multiply in value when they enter the corresponding green triggers. If they enter the red triggers, their number will reset to 1, and the number that was reached will be launched as either a burst attack or a charged shot.
Burst attack will fire shots equal to the number reached, up to several hundred or thousand shots per second depending on the number of shots still be to launched. Any subsequent burst attacks will increase the number of shots remaining. Each shot will convert one territory pixel to the player's colour.
A charged shot will combine the full number into one large shot, which will convert territory pixels equal to its number.
The charge can also be used to replenish the player's shield. The shield blocks any incoming shots, and takes damage equal to the shot strength.
Who will win?
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Rules
Shot Types
Basic shooting - turrets will shoot continuously while they have ammo, and automatically target nearby enemy shots.
Line fire - Adds ammo equal to marble charge and locks the turret's current angle.
Rotating fire - Adds ammo equal to marble charge, and enabled turret rotation.
Shotgun blast - Fires all charge instantly as a blast of small shots in a wide arc.
Shield - Increases the player's shield equal to the marble charge.
Charged shot - Combines the full charge into one shot.
when size is more than 1 million - Charged shot, but fires small shots to proper itself.
when size is more than 100 million - Charged shot, but applies gravity to pull smaller shots towards itself.
Shields
When damaged, both the shield and the shot take an equal amount of damage, calculated as follows.
If the shot has more charge than the shield, the damage is 75% of the shield charge + 250.
If the shield has more charge, damage is 75% of the shot charge + 250.
If the shot's charge is less than 1000, the damage is equal to the shot charge.
If the shot has over 5 times as much charge as the shield, the damage is equal to the shield's charge (fully destroys the shield).
The blocked shot will bounce off unless if the shot charge is 100 times greater than the shield, in which case the shot will lose 99.9% of its velocity.
Any shields above 10M will be converted into ammo.
Shooting Rate
Base shooting rate increases logarithmically according to ammo left.
If the cannon is shooting at an enemy shot, it can additionally fire a small percentage of the shot's charge.
For every minute that the cannon has been firing continuously, the fire rate will increase.
Changes in this version:
-
Credits:"Song:
Clarx - H.A.Y [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/HAY
Watch: http://youtu.be/mj9KRKSvdbk
Song: Facading - Take It Down [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/TakeItDown
Watch: http://youtu.be/PD8DU1bqvqg
Song: Jnathyn - Dioma [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://NCS.io/Dioma
Watch: http://youtu.be/r2Ig85ycGKQ
Armies travel randomly across the map, engaging in combat if they meet. Once conquered, towns will produce more fighters for the player. Whenever the army goes to the home city or a friendly town, it will reinforce itself with fighters.
Fighters gain experience by scoring kills. If a fighter gains enough experience it will level up, gaining perks like additional hit points, speed and/or equipment.
Destroy all the enemy kings and armies to win!
Subscribe for more!
#marble_race
#marblekingdoms
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Join this channel to get access to perks:
youtube.com/channel/UCmsLnt5kJRk0OLxecCHgeWQ/join
Signup form for having your name appear in Marble Kingdoms:
https://forms.gle/LwMr5JQbZi67NKfr7
Changelog
Returned monk second book and reworked convert mechanic: instead of a cooldown, it will always convert when the enemy’s hp is below a threshold (50 + 10 per level). The books now deal scaling damage like all other weapons.
Marbles with shields that are destroyed now get them back after level up.
Weapon knockback can now cause the launched marble to deal damage when it impacts units.
Reworked exp on hit to allow level up
Unnamed armies will no longer fight each other
New upgrade: shield bash. Shields will deal more damage, stun and do knockback.
New upgrade: faster ranged attacks
Changed damage upgrade to weapon damage upgrade - applies flat damage bonus to weapon base damage
Various small balance adjustments to units
Credits:
Artwork:
Kenney - https://kenney.nl/assets/scribble-dungeons
https://kenney.nl/assets/cartography-pack
https://kenney.nl/assets/scribble-platformer
BluBerrey - new battle arenas
Find some more of his work here: bluberrey.com
Thanks for the following for some additional art:
The tatterman
Stippo
Laseheif
Hitting an enemy marble will deal damage to it. If its health reaches zero, it will either be converted (if first time its health reaches zero) or eliminated.
Last colour remaining wins!
Subscribe for more!
#marble_race #territory_wars
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Changes in this version:
- Added more weapon unlocks at higher levels
- Reduced experience requirement
Which will emerge as the marble shogun?
Subscribe for more!
#marble_race
#marblekingdoms
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Join this channel to get access to perks:
youtube.com/channel/UCmsLnt5kJRk0OLxecCHgeWQ/join
Credits:
Music - Ovani Sound
Artwork:
BluBerrey - battle maps
Find some more of his work here: bluberrey.com
Marbles start at number 1, and multiply in value when they enter the corresponding green triggers. If they enter the red triggers, their number will reset to 1, and the number that was reached will be launched as either a burst attack or a charged shot.
Burst attack will fire shots equal to the number reached, up to several hundred or thousand shots per second depending on the number of shots still be to launched. Any subsequent burst attacks will increase the number of shots remaining. Each shot will convert one territory pixel to the player's colour.
A charged shot will combine the full number into one large shot, which will convert territory pixels equal to its number.
The charge can also be used to replenish the player's shield. The shield blocks any incoming shots, and takes damage equal to the shot strength.
Who will win?
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Rules
Shot Types
Basic shooting - turrets will shoot continuously while they have ammo, and automatically target nearby enemy shots.
Line fire - Adds ammo equal to marble charge and locks the turret's current angle.
Rotating fire - Adds ammo equal to marble charge, and enabled turret rotation.
Shotgun blast - Fires all charge instantly as a blast of small shots in a wide arc.
Shield - Increases the player's shield equal to the marble charge.
Charged shot - Combines the full charge into one shot.
when size is more than 1 million - Charged shot, but fires small shots to proper itself.
when size is more than 100 million - Charged shot, but applies gravity to pull smaller shots towards itself.
Shields
When damaged, both the shield and the shot take an equal amount of damage, calculated as follows.
If the shot has more charge than the shield, the damage is 75% of the shield charge + 250.
If the shield has more charge, damage is 75% of the shot charge + 250.
If the shot's charge is less than 1000, the damage is equal to the shot charge.
If the shot has over 5 times as much charge as the shield, the damage is equal to the shield's charge (fully destroys the shield).
The blocked shot will bounce off unless if the shot charge is 100 times greater than the shield, in which case the shot will lose 99.9% of its velocity.
Any shields above 10M will be converted into ammo.
Shooting Rate
Base shooting rate increases logarithmically according to ammo left.
If the cannon is shooting at an enemy shot, it can additionally fire a small percentage of the shot's charge.
For every minute that the cannon has been firing continuously, the fire rate will increase.
Changes in this version:
-
Credits:
Song: DEAF KEV - Invincible [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/invincible
Watch: http://youtu.be/J2X5mJ3HDYE
Song: Elektronomia - Collide [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://NCS.io/Collide
Watch: http://youtu.be/5MAmis6pMig
Song: NIVIRO - The Return [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/TheReturn
Watch: http://youtu.be/R0QkZOyuqIs
Armies travel randomly across the map, engaging in combat if they meet. Once conquered, towns will produce more fighters for the player. Whenever the army goes to the home city or a friendly town, it will reinforce itself with fighters.
Fighters gain experience by scoring kills. If a fighter gains enough experience it will level up, gaining perks like additional hit points, speed and/or equipment.
Destroy all the enemy kings and armies to win!
Subscribe for more!
#marble_race
#marblekingdoms
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Join this channel to get access to perks:
youtube.com/channel/UCmsLnt5kJRk0OLxecCHgeWQ/join
Signup form for having your name appear in Marble Kingdoms:
https://forms.gle/LwMr5JQbZi67NKfr7
Changelog
Patreon princes can now be titled as prince or princess. The units stats are identical. Princesses will now promote to Queen.
Kingless title will now be Queenless if there is a queen instead.
Players now spawn without castles. Instead, all players spawn as an army in the centre of the map. These initial armies cannot fight one another, but can fight bandits and conquer towns.
Reduced hammerman damage, removed side hammer at high levels
Reduced maximum bonus damage based on weapon speed from 100% to 50%.
Reduced exp gain if the colour has many heroes.
Various minor stats tweaks to various units
Units now spawn into battle one by one (should prevent the stuck error on rock map)
Increased time and exp requirement for king to leave castle to 20 minutes and level 5.
Changed initial player army selections: court army (mage, princes, kingsguard), conscripts (farmers, villages, lumberjack), army (footmen and archers) or crusaders (monk and knights)
Credits:
Artwork:
Kenney - https://kenney.nl/assets/scribble-dungeons
https://kenney.nl/assets/cartography-pack
https://kenney.nl/assets/scribble-platformer
BluBerrey - new battle arenas
Find some more of his work here: bluberrey.com
Thanks for the following for some additional art:
The tatterman
Stippo
Laseheif
At the start, each marble selects from 6 different starting weapons.
After each round, the marbles return to the weapon select screen to select more, higher level weapons and upgrades.
Credits:
Song: ANGELPLAYA - PSYCHOPATHIC [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/PSYCHOPATHIC
Watch: http://youtu.be
Song: Facading - Walk Away [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/WalkAway
Watch: http://youtu.be
Song: Fareoh - Under Water [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/UnderWater
Watch: http://youtu.be/xzyRoshFFaA
Song: More Plastic & URBANO - One Taste [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/onetaste
Watch: http://youtu.be
Song: Poylow, Lucky Low, MAD SNAX - Freak Show (feat. India Dupriez) [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/PFreakShow
Watch: http://youtu.be
Song: Warriyo - Mortals (feat. Laura Brehm) [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/mortals
Watch: http://youtu.be/yJg-Y5byMMw
Armies travel randomly across the map, engaging in combat if they meet. Once conquered, towns will produce more fighters for the player. Whenever the army goes to the home city or a friendly town, it will reinforce itself with fighters.
Fighters gain experience by scoring kills. If a fighter gains enough experience it will level up, gaining perks like additional hit points, speed and/or equipment.
Destroy all the enemy kings and armies to win!
Subscribe for more!
#marble_race
#marblekingdoms
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Join this channel to get access to perks:
youtube.com/channel/UCmsLnt5kJRk0OLxecCHgeWQ/join
Signup form for having your name appear in Marble Kingdoms:
https://forms.gle/LwMr5JQbZi67NKfr7
Changelog
- Same as MK36
Credits:
Artwork:
Kenney - https://kenney.nl/assets/scribble-dungeons
https://kenney.nl/assets/cartography-pack
https://kenney.nl/assets/scribble-platformer
BluBerrey - new battle arenas
Find some more of his work here: bluberrey.com
Thanks for the following for some additional art:
The tatterman
Stippo
Laseheif
Marbles start at number 1, and multiply in value when they enter the corresponding green triggers. If they enter the red triggers, their number will reset to 1, and the number that was reached will be launched as either a burst attack or a charged shot.
Burst attack will fire shots equal to the number reached, up to several hundred or thousand shots per second depending on the number of shots still be to launched. Any subsequent burst attacks will increase the number of shots remaining. Each shot will convert one territory pixel to the player's colour.
A charged shot will combine the full number into one large shot, which will convert territory pixels equal to its number.
The charge can also be used to replenish the player's shield. The shield blocks any incoming shots, and takes damage equal to the shot strength.
Who will win?
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Rules
Shot Types
Basic shooting - turrets will shoot continuously while they have ammo, and automatically target nearby enemy shots.
Line fire - Adds ammo equal to marble charge and locks the turret's current angle.
Rotating fire - Adds ammo equal to marble charge, and enabled turret rotation.
Shotgun blast - Fires all charge instantly as a blast of small shots in a wide arc.
Shield - Increases the player's shield equal to the marble charge.
Charged shot - Combines the full charge into one shot.
when size is more than 1 million - Charged shot, but fires small shots to proper itself.
when size is more than 100 million - Charged shot, but applies gravity to pull smaller shots towards itself.
Shields
When damaged, both the shield and the shot take an equal amount of damage, calculated as follows.
If the shot has more charge than the shield, the damage is 75% of the shield charge + 250.
If the shield has more charge, damage is 75% of the shot charge + 250.
If the shot's charge is less than 1000, the damage is equal to the shot charge.
If the shot has over 5 times as much charge as the shield, the damage is equal to the shield's charge (fully destroys the shield).
The blocked shot will bounce off unless if the shot charge is 100 times greater than the shield, in which case the shot will lose 99.9% of its velocity.
Any shields above 10M will be converted into ammo.
Shooting Rate
Base shooting rate increases logarithmically according to ammo left.
If the cannon is shooting at an enemy shot, it can additionally fire a small percentage of the shot's charge.
For every minute that the cannon has been firing continuously, the fire rate will increase.
Changes in this version:
-
Credits:
Song: Jim Yosef - Eclipse [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/eclispe
Watch: http://youtu.be/1WP_YLn1D1cd by NoCopyrightSounds
Song: Lensko - Let's Go! [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/letsgo
Watch: http://youtu.be/mSLuJYtl89Y
Song: Max Brhon - The Future [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/TheFuture
Watch: http://youtu.be/dRe_rS19E04
Song: Uplink & Castion - Euphoria [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/Euphoria
Watch: http://youtu.be/MqyOPyBPlns
Armies travel randomly across the map, engaging in combat if they meet. Once conquered, towns will produce more fighters for the player. Whenever the army goes to the home city or a friendly town, it will reinforce itself with fighters.
Fighters gain experience by scoring kills. If a fighter gains enough experience it will level up, gaining perks like additional hit points, speed and/or equipment.
Destroy all the enemy kings and armies to win!
Subscribe for more!
#marble_race
#marblekingdoms
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Join this channel to get access to perks:
youtube.com/channel/UCmsLnt5kJRk0OLxecCHgeWQ/join
Signup form for having your name appear in Marble Kingdoms:
https://forms.gle/LwMr5JQbZi67NKfr7
Changelog
Changed exp upgrade to give +1 experience at the start of each battle
Slightly increased experience required exponential growth (higher level heroes will require more and more experience to level up)
Reworked lifesteal to 5% of current life. It additionally deals that damage to the target. Now only works at close range.
Damage now scales based on relative velocity between weapon and enemy instead of always doing full damage whether the strike is at speed or slow
Increased exp gain on damage, and changed the threshold to also include damage done to units of the same level. Previously, experience would only be given when damaging a higher level marble.
Reapers can again be summoned as a reaper reward
New reward: reduce damage taken
New reward: Ethereal Weapons
New reward: Build Town
New reaper reward: 100 skeletons
New reaper reward: reaper
New titles
Periodic king upgrades now includes Revive Hero and Build Town
Reaper - reduced base damage and increased lifesteal to 20%
Mayor now summons villagers
Footman gets bigger shields
The reaper will spawn a 1-shot ragnarock on death
Mage fireball damage is now reduced for each object between the fireball and the marble taking damage
Fixed health upgrade giving the incorrect amount of hp
Reworked splash damage: no longer has a cooldown or can trigger on hits to weapons. Instead, it is triggered on damage done and deals a percentage of damage.
Rework of retreat preventing logic: King always blocks retreat, except for Kings and Princes. Prince blocks retreat for level 2 and under. Captain blocks retreat for level 1 and under.
Towns will no longer betray while the defender has more total towns than the attacker.
Credits:
Artwork:
Kenney - https://kenney.nl/assets/scribble-dungeons
https://kenney.nl/assets/cartography-pack
https://kenney.nl/assets/scribble-platformer
BluBerrey - new battle arenas
Find some more of his work here: bluberrey.com
Thanks for the following for some additional art:
The tatterman
Stippo
Laseheif
Victory is achieved by destroying the enemy castle.
Who will win?
Subscribe for more!
#marble_race
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Changes in this version:
- Panic mode: when the castle loses HP beyond a threshold, it will spawn a marble. This occurs at set points throughout the HP bar.
- Reworked the top floor of the plinko, removing the base units and making all four triggers replaceable like the special triggers were. These can also be replaced by basic units.
- New unit: Berserker. Spins and bounces.
- New unit: Barracks. Spawns soldiers periodically.
- New unit: Repairer. Heals buildings.
- New trigger: Vanish. Turns soldiers invisible, greatly decreasing the range at which enemies can target them.
- New trigger: Volley. Fires a volley of arrows from the castle in all directions.
- Meteor now deals 75% less damage to buildings.
- Small buffs/nerfs to various units.
Credits:
Various assets by Kenney.
https://kenney.nl
Players without any boids are eliminated.
Who will win?
Players periodically spawn new boids - indicated by the filling white circles.
Powerups periodically spawn in the centre, left and right of the map. Most powerups can be picked up by boids, others can only be picked up by players.
Subscribe for more!
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Join this channel to get access to perks:
youtube.com/channel/UCmsLnt5kJRk0OLxecCHgeWQ/join
Credits:
Space ship and asteroid sprites by Kenney - https://kenney.nl/
Marbles start at number 1, and multiply in value when they enter the corresponding green triggers. If they enter the red triggers, their number will reset to 1, and the number that was reached will be launched as either a burst attack or a charged shot.
Burst attack will fire shots equal to the number reached, up to several hundred or thousand shots per second depending on the number of shots still be to launched. Any subsequent burst attacks will increase the number of shots remaining. Each shot will convert one territory pixel to the player's colour.
A charged shot will combine the full number into one large shot, which will convert territory pixels equal to its number.
The charge can also be used to replenish the player's shield. The shield blocks any incoming shots, and takes damage equal to the shot strength.
Who will win?
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Rules
Shot Types
Basic shooting - turrets will shoot continuously while they have ammo, and automatically target nearby enemy shots.
Line fire - Adds ammo equal to marble charge and locks the turret's current angle.
Rotating fire - Adds ammo equal to marble charge, and enabled turret rotation.
Shotgun blast - Fires all charge instantly as a blast of small shots in a wide arc.
Shield - Increases the player's shield equal to the marble charge.
Charged shot - Combines the full charge into one shot.
when size is more than 1 million - Charged shot, but fires small shots to proper itself.
when size is more than 100 million - Charged shot, but applies gravity to pull smaller shots towards itself.
Shields
When damaged, both the shield and the shot take an equal amount of damage, calculated as follows.
If the shot has more charge than the shield, the damage is 75% of the shield charge + 250.
If the shield has more charge, damage is 75% of the shot charge + 250.
If the shot's charge is less than 1000, the damage is equal to the shot charge.
If the shot has over 5 times as much charge as the shield, the damage is equal to the shield's charge (fully destroys the shield).
The blocked shot will bounce off unless if the shot charge is 100 times greater than the shield, in which case the shot will lose 99.9% of its velocity.
Any shields above 10M will be converted into ammo.
Shooting Rate
Base shooting rate increases logarithmically according to ammo left.
If the cannon is shooting at an enemy shot, it can additionally fire a small percentage of the shot's charge.
For every minute that the cannon has been firing continuously, the fire rate will increase.
Changes in this version:
-
Credits:
Song: Debris & Dazers - Double D [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/DoubleD
Watch: http://youtu.be/czUB6bVwwDg
Song: Egzod, Maestro Chives, Neoni - Royalty [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/Royalty
Watch: http://youtu.be/C5fLxtJH2Qs
Song: Lensko - Circles [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/circles
Watch: http://youtu.be/ztvIhqVtrrw
Armies travel randomly across the map, engaging in combat if they meet. Once conquered, towns will produce more fighters for the player. Whenever the army goes to the home city or a friendly town, it will reinforce itself with fighters.
Fighters gain experience by scoring kills. If a fighter gains enough experience it will level up, gaining perks like additional hit points, speed and/or equipment.
Destroy all the enemy kings and armies to win!
Subscribe for more!
#marble_race
#marblekingdoms
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Join this channel to get access to perks:
youtube.com/channel/UCmsLnt5kJRk0OLxecCHgeWQ/join
Signup form for having your name appear in Marble Kingdoms:
https://forms.gle/LwMr5JQbZi67NKfr7
Changelog
Units that betrayed/defected will revert to their original colour if attacked by their original colour
Boost ability speed reduced from 20 to 12
Archer arrow and multishot damage reduced
Archer base experience required increased
Archer multishot cooldown from 7 to 11 seconds
Reaper now has 10% lifesteal
Each colour’s last marble gets a bonus to stats (triggers every time a player has only one marble left, cannot affect the same marble twice)
When a player’s towns all defect due to losing a battle and having a large max level difference, an additional check has been added that the winning player should have more total towns and armies than the loser. This means that if a high level solo hero defeats the highest level hero of an enemy player that controls the whole map, they will no longer instantly conquer all the towns, and must manually conquer at least half of them before this is triggered
Fixed towns with kings being able to defect - they will no longer defect.
Increased exponential exp requirement (higher level heroes will require more experience to reach higher levels than before)
If the player with the highest level hero summons a hero, the maximum allowed summon level is reduced by half.
Fixed reward bandits being able to flee off the world map.
Credits:
Artwork:
Kenney - https://kenney.nl/assets/scribble-dungeons
https://kenney.nl/assets/cartography-pack
https://kenney.nl/assets/scribble-platformer
BluBerrey - new battle arenas
Find some more of his work here: bluberrey.com
Thanks for the following for some additional art:
The tatterman
Stippo
Laseheif
Marbles start at number 1, and multiply in value when they enter the corresponding green triggers. If they enter the red triggers, their number will reset to 1, and the number that was reached will be launched as either a burst attack or a charged shot.
Burst attack will fire shots equal to the number reached, up to several hundred or thousand shots per second depending on the number of shots still be to launched. Any subsequent burst attacks will increase the number of shots remaining. Each shot will convert one territory pixel to the player's colour.
A charged shot will combine the full number into one large shot, which will convert territory pixels equal to its number.
The charge can also be used to replenish the player's shield. The shield blocks any incoming shots, and takes damage equal to the shot strength.
Who will win?
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Rules
Shot Types
Basic shooting - turrets will shoot continuously while they have ammo, and automatically target nearby enemy shots.
Line fire - Adds ammo equal to marble charge and locks the turret's current angle.
Rotating fire - Adds ammo equal to marble charge, and enabled turret rotation.
Shotgun blast - Fires all charge instantly as a blast of small shots in a wide arc.
Shield - Increases the player's shield equal to the marble charge.
Charged shot - Combines the full charge into one shot.
when size is more than 1 million - Charged shot, but fires small shots to proper itself.
when size is more than 100 million - Charged shot, but applies gravity to pull smaller shots towards itself.
Shields
When damaged, both the shield and the shot take an equal amount of damage, calculated as follows.
If the shot has more charge than the shield, the damage is 75% of the shield charge + 250.
If the shield has more charge, damage is 75% of the shot charge + 250.
If the shot's charge is less than 1000, the damage is equal to the shot charge.
If the shot has over 5 times as much charge as the shield, the damage is equal to the shield's charge (fully destroys the shield).
The blocked shot will bounce off unless if the shot charge is 100 times greater than the shield, in which case the shot will lose 99.9% of its velocity.
Any shields above 10M will be converted into ammo.
Shooting Rate
Base shooting rate increases logarithmically according to ammo left.
If the cannon is shooting at an enemy shot, it can additionally fire a small percentage of the shot's charge.
For every minute that the cannon has been firing continuously, the fire rate will increase.
Changes in this version:
-
Credits:
Song: Distrion & Alex Skrindo - Entropy [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/entropy
Watch: http://youtu.be/iaKgF1Vf5bQ
Song: Jim Yosef - Arrow [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/arrow
Watch: http://youtu.be/5LI5QZVUU98
Song: Max Brhon - Redemption [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/MB_Redemption
Watch: http://youtu.be
Song: NIVIRO - The Return [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/TheReturn
Watch: http://youtu.be/R0QkZOyuqIs
Song: SIIK & JJL - Like That [Arcade Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/LikeThat
Watch: http://ncs.lnk.to/LikeThatAT/youtube
Subscribe for more!
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Join this channel to get access to perks:
youtube.com/channel/UCmsLnt5kJRk0OLxecCHgeWQ/join
Game rules
- Marbles can gain experience and level up, which is carried over into new rounds even after being knocked out for in a round.
- Level up will fully heal the marble and provide a small bonus in health and attack speed.
- Triggering the "Start Battle" card will replace the triggering marble.
Changes in this version
- Upgrades (blue cards) now also apply to units already in your army
- New single-unit upgrades (size, level up)
- New upgrade: regen
- Removed healthbars - damage is now shown as the marble being darkened
Marbles start at number 1, and multiply in value when they enter the corresponding green triggers. If they enter the red triggers, their number will reset to 1, and the number that was reached will be launched as either a burst attack or a charged shot.
Burst attack will fire shots equal to the number reached, up to several hundred or thousand shots per second depending on the number of shots still be to launched. Any subsequent burst attacks will increase the number of shots remaining. Each shot will convert one territory pixel to the player's colour.
A charged shot will combine the full number into one large shot, which will convert territory pixels equal to its number.
The charge can also be used to replenish the player's shield. The shield blocks any incoming shots, and takes damage equal to the shot strength.
Who will win?
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Rules
Shot Types
Basic shooting - turrets will shoot continuously while they have ammo, and automatically target nearby enemy shots.
Line fire - Adds ammo equal to marble charge and locks the turret's current angle.
Rotating fire - Adds ammo equal to marble charge, and enabled turret rotation.
Shotgun blast - Fires all charge instantly as a blast of small shots in a wide arc.
Shield - Increases the player's shield equal to the marble charge.
Charged shot - Combines the full charge into one shot.
when size is more than 1 million - Charged shot, but fires small shots to proper itself.
when size is more than 100 million - Charged shot, but applies gravity to pull smaller shots towards itself.
Shields
When damaged, both the shield and the shot take an equal amount of damage, calculated as follows.
If the shot has more charge than the shield, the damage is 75% of the shield charge + 250.
If the shield has more charge, damage is 75% of the shot charge + 250.
If the shot's charge is less than 1000, the damage is equal to the shot charge.
If the shot has over 5 times as much charge as the shield, the damage is equal to the shield's charge (fully destroys the shield).
The blocked shot will bounce off unless if the shot charge is 100 times greater than the shield, in which case the shot will lose 99.9% of its velocity.
Any shields above 10M will be converted into ammo.
Shooting Rate
Base shooting rate increases logarithmically according to ammo left.
If the cannon is shooting at an enemy shot, it can additionally fire a small percentage of the shot's charge.
For every minute that the cannon has been firing continuously, the fire rate will increase.
Changes in this version:
-
Credits:
Song: Clarx - H.A.Y [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/HAY
Watch: http://youtu.be/mj9KRKSvdbk
Song: Rob Gasser - Ricochet [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/Ricochet
Watch: http://youtu.be/T4Gq9pkToS8
Song: NIVIRO - Diamond [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/Diamond
Watch: http://youtu.be/cjdJLgVAaWY
Armies travel randomly across the map, engaging in combat if they meet. Once conquered, towns will produce more fighters for the player. Whenever the army goes to the home city or a friendly town, it will reinforce itself with fighters.
Fighters gain experience by scoring kills. If a fighter gains enough experience it will level up, gaining perks like additional hit points, speed and/or equipment.
Destroy all the enemy kings and armies to win!
Subscribe for more!
#marble_race
#marblekingdoms
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Join this channel to get access to perks:
youtube.com/channel/UCmsLnt5kJRk0OLxecCHgeWQ/join
Signup form for having your name appear in Marble Kingdoms:
https://forms.gle/LwMr5JQbZi67NKfr7
Changelog
Increased exp requirement for some units
Exp upgrade will no longer give bonus exp if there are no enemies in battle at a higher level than you
Reduced solo bonus exp from 1 to 0.5
Experience gain on hit increased to 0.1 * level difference between units, and provides no exp if the other unit is a lower level
Skeletons can no longer retreat
Fixed mage firewand not firing
Ragnarocks are no longer destroy towns belonging to the player that summoned the ragnarock.
Reduced archer attack launch angle window from 20 degrees to 5 degrees (improves accuracy)
Archers now unlock multishot as a separate ability at level 4 (basic attack will now always shoot 1 arrow)
Archers unlock dodge ability at level 1 (moves away from enemy on a cooldown)
Increased arrow damage
Reduced knifer ranged attack cooldown
Mustering on a full town will now increase its max garrison by 1
New town upgrade: training ground. Grants exp to newly trained units.
Towns/armies with 20 or more units can no longer defect/betray
Units can now only retreat after Kings, Princes and Captains have retreated, unless if they are level 3+
Hammerman has increased based health
Max army count is now whichever is greater between max army limit and half the number of towns
Footmen are back
The upgrade at game start now has 4 options: 20 Archers, 20 Footmen, 20 Spearmen, or 100 Exp shared between units
Necromancer - reduced ranged attack cooldown and increased damage
Mage - reduced pushback cooldown, reduced magic missile cooldown
Reaper - removed min speed requirement for damage
Bandit - increased move and spin speed
Removed randomness from Nope mechanic, and reduced threshold (makes it more likely for battles to occur)
Knight - increased base spin speed
New upgrade - 10% lifesteal
New upgrade - bigger weapons and increased damage per velocity
New/changed upgrade - rally - merges all towns’ troops into one army
Monk - reduced healing cooldown
New upgrade - charge ability - unit moves towards an enemy at great speed, becoming immune to damage for an instant
Names are now gained at level 1
Credits:
Artwork:
Kenney - https://kenney.nl/assets/scribble-dungeons
https://kenney.nl/assets/cartography-pack
https://kenney.nl/assets/scribble-platformer
BluBerrey - new battle arenas
Find some more of his work here: bluberrey.com
Thanks for the following for some additional art:
The tatterman
Stippo
Laseheif
Hitting an enemy marble will deal damage to it. If its health reaches zero, it will either be converted (if first time its health reaches zero) or eliminated.
Last colour remaining wins!
Subscribe for more!
#marble_race #territory_wars
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Changes in this version:
- After a marble's health reaches zero and is converted, the next time its health reaches zero it will be eliminated instead.
- Higher starting health for marbles
Marbles start at number 1, and multiply in value when they enter the corresponding green triggers. If they enter the red triggers, their number will reset to 1, and the number that was reached will be launched as either a burst attack or a charged shot.
Burst attack will fire shots equal to the number reached, up to several hundred or thousand shots per second depending on the number of shots still be to launched. Any subsequent burst attacks will increase the number of shots remaining. Each shot will convert one territory pixel to the player's colour.
A charged shot will combine the full number into one large shot, which will convert territory pixels equal to its number.
The charge can also be used to replenish the player's shield. The shield blocks any incoming shots, and takes damage equal to the shot strength.
Who will win?
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Rules
Shot Types
Basic shooting - turrets will shoot continuously while they have ammo, and automatically target nearby enemy shots.
Line fire - Adds ammo equal to marble charge and locks the turret's current angle.
Rotating fire - Adds ammo equal to marble charge, and enabled turret rotation.
Shotgun blast - Fires all charge instantly as a blast of small shots in a wide arc.
Shield - Increases the player's shield equal to the marble charge.
Charged shot - Combines the full charge into one shot.
when size is more than 1 million - Charged shot, but fires small shots to proper itself.
when size is more than 100 million - Charged shot, but applies gravity to pull smaller shots towards itself.
Shields
When damaged, both the shield and the shot take an equal amount of damage, calculated as follows.
If the shot has more charge than the shield, the damage is 75% of the shield charge + 250.
If the shield has more charge, damage is 75% of the shot charge + 250.
If the shot's charge is less than 1000, the damage is equal to the shot charge.
If the shot has over 5 times as much charge as the shield, the damage is equal to the shield's charge (fully destroys the shield).
The blocked shot will bounce off unless if the shot charge is 100 times greater than the shield, in which case the shot will lose 99.9% of its velocity.
Any shields above 10M will be converted into ammo.
Shooting Rate
Base shooting rate increases logarithmically according to ammo left.
If the cannon is shooting at an enemy shot, it can additionally fire a small percentage of the shot's charge.
For every minute that the cannon has been firing continuously, the fire rate will increase.
Changes in this version:
-
Credits:
Song: Uplink & Castion - Euphoria [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/Euphoria
Watch: http://youtu.be/MqyOPyBPlns
Song: Tobu - Lost [NCS10 Release]
Music provided by NoCopyrightSounds
Free Download/Stream: https://NCS.io/TLost
Watch: http://youtu.be/G6Tv8eFu7zA
Song: Spitfya x Desembra - Cut The Check [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/cutthecheck
Watch: http://youtu.be/TPvfaASfL5E
Song: Kovan & Alex Skrindo - Into The Wild (feat. Izzy) [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/IntoTheWild
Watch: http://youtu.be/FZC-XgLk8O4
Conquer the whole map to win!
Marbles bouncing around the inside of the ship determine what action it will take:
- The wheel will cause the ship to turn.
- Cannons will fire cannonballs.
- Culverins fire shots that can destroy marbles and disable enemy cannons.
- Minelayer will leave a sea mine behind the ship which will deal damage to the next enemy ship to touch it.
- The mast will provide a short speed boost.
- Magazine will charge up the marble with +1 to how many shots it will fire (stacking)
New marbles are added for every 10 squares under the player's control.
While not actively being steered, ships will autopilot to slowly expand their territory.
Credits:
Cannon and other ship parts by Venatus Maps - venatusmaps.com
Sea background and some assets by Kenney - https://kenney.nl/
Various icons and sprites from Craftpix - craftpix.net
Armies travel randomly across the map, engaging in combat if they meet. Once conquered, towns will produce more fighters for the player. Whenever the army goes to the home city or a friendly town, it will reinforce itself with fighters.
Fighters gain experience by scoring kills. If a fighter gains enough experience it will level up, gaining perks like additional hit points, speed and/or equipment.
Destroy all the enemy kings and armies to win!
Subscribe for more!
#marble_race
#marblekingdoms
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Join this channel to get access to perks:
youtube.com/channel/UCmsLnt5kJRk0OLxecCHgeWQ/join
Signup form for having your name appear in Marble Kingdoms:
https://forms.gle/LwMr5JQbZi67NKfr7
Credits:
Music by:
PhatPhrogStudios - Heraldry Medieval Combat Music Collection
Dark Fantasy Studio - Shadows Guild Epic Adventure Music Pack, Forgotten Realms Epic And Adventure Music Pack
Makai Symphony - makai-symphony.com/9-2 youtube.com/c/Makai-symphony
Artwork:
Kenney - https://kenney.nl/assets/scribble-dungeons
https://kenney.nl/assets/cartography-pack
https://kenney.nl/assets/scribble-platformer
BluBerrey - new battle arenas
Find some more of his work here: bluberrey.com
Thanks for the following for some additional art:
The tatterman
Stippo
Laseheif
Marbles start at number 1, and multiply in value when they enter the corresponding green triggers. If they enter the red triggers, their number will reset to 1, and the number that was reached will be launched as either a burst attack or a charged shot.
Burst attack will fire shots equal to the number reached, up to several hundred or thousand shots per second depending on the number of shots still be to launched. Any subsequent burst attacks will increase the number of shots remaining. Each shot will convert one territory pixel to the player's colour.
A charged shot will combine the full number into one large shot, which will convert territory pixels equal to its number.
The charge can also be used to replenish the player's shield. The shield blocks any incoming shots, and takes damage equal to the shot strength.
Who will win?
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Rules
Shot Types
Basic shooting - turrets will shoot continuously while they have ammo, and automatically target nearby enemy shots.
Line fire - Adds ammo equal to marble charge and locks the turret's current angle.
Rotating fire - Adds ammo equal to marble charge, and enabled turret rotation.
Shotgun blast - Fires all charge instantly as a blast of small shots in a wide arc.
Shield - Increases the player's shield equal to the marble charge.
Charged shot - Combines the full charge into one shot.
when size is more than 1 million - Charged shot, but fires small shots to proper itself.
when size is more than 100 million - Charged shot, but applies gravity to pull smaller shots towards itself.
Shields
When damaged, both the shield and the shot take an equal amount of damage, calculated as follows.
If the shot has more charge than the shield, the damage is 75% of the shield charge + 250.
If the shield has more charge, damage is 75% of the shot charge + 250.
If the shot's charge is less than 1000, the damage is equal to the shot charge.
If the shot has over 5 times as much charge as the shield, the damage is equal to the shield's charge (fully destroys the shield).
The blocked shot will bounce off unless if the shot charge is 100 times greater than the shield, in which case the shot will lose 99.9% of its velocity.
Any shields above 10M will be converted into ammo.
Shooting Rate
Base shooting rate increases logarithmically according to ammo left.
If the cannon is shooting at an enemy shot, it can additionally fire a small percentage of the shot's charge.
For every minute that the cannon has been firing continuously, the fire rate will increase.
Changes in this version:
-
Credits:"Song: ANGELPLAYA - PSYCHOPATHIC [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/PSYCHOPATHIC
Watch: http://youtu.be
Song: Diamond Eyes - Lies [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/Lies
Watch: AT/youtube
Song: Facading - Take It Down [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/TakeItDown
Watch: http://youtu.be/PD8DU1bqvqg
Song: Jim Yosef - Arrow [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/arrow
Watch: http://youtu.be/5LI5QZVUU98
Song: Kovan & Electro-Light - Skyline [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/Skyline
Watch: http://youtu.be/FseAiTb8Se0
Song: Poylow, Lucky Low, MAD SNAX - Freak Show (feat. India Dupriez) [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/PFreakShow
Watch: http://youtu.be
Armies travel randomly across the map, engaging in combat if they meet. Once conquered, towns will produce more fighters for the player. Whenever the army goes to the home city or a friendly town, it will reinforce itself with fighters.
Fighters gain experience by scoring kills. If a fighter gains enough experience it will level up, gaining perks like additional hit points, speed and/or equipment.
Destroy all the enemy kings and armies to win!
Subscribe for more!
#marble_race
#marblekingdoms
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Join this channel to get access to perks:
youtube.com/channel/UCmsLnt5kJRk0OLxecCHgeWQ/join
Signup form for having your name appear in Marble Kingdoms:
https://forms.gle/LwMr5JQbZi67NKfr7
Credits:
Music by:
PhatPhrogStudios - Heraldry Medieval Combat Music Collection
Dark Fantasy Studio - Shadows Guild Epic Adventure Music Pack, Forgotten Realms Epic And Adventure Music Pack
Makai Symphony - makai-symphony.com/9-2 youtube.com/c/Makai-symphony
Artwork:
Kenney - https://kenney.nl/assets/scribble-dungeons
https://kenney.nl/assets/cartography-pack
https://kenney.nl/assets/scribble-platformer
BluBerrey - new battle arenas
Find some more of his work here: bluberrey.com
Thanks for the following for some additional art:
The tatterman
Stippo
Laseheif
Armies travel randomly across the map, engaging in combat if they meet. Once conquered, towns will produce more fighters for the player. Whenever the army goes to the home city or a friendly town, it will reinforce itself with fighters.
Fighters gain experience by scoring kills. If a fighter gains enough experience it will level up, gaining perks like additional hit points, speed and/or equipment.
Destroy all the enemy kings and armies to win!
Subscribe for more!
#marble_race
#marblekingdoms
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Join this channel to get access to perks:
youtube.com/channel/UCmsLnt5kJRk0OLxecCHgeWQ/join
Signup form for having your name appear in Marble Kingdoms:
https://forms.gle/LwMr5JQbZi67NKfr7
Credits:
Music by:
PhatPhrogStudios - Heraldry Medieval Combat Music Collection
Dark Fantasy Studio - Shadows Guild Epic Adventure Music Pack, Forgotten Realms Epic And Adventure Music Pack
Makai Symphony - makai-symphony.com/9-2 youtube.com/c/Makai-symphony
Artwork:
Kenney - https://kenney.nl/assets/scribble-dungeons
https://kenney.nl/assets/cartography-pack
https://kenney.nl/assets/scribble-platformer
BluBerrey - new battle arenas
Find some more of his work here: bluberrey.com
Thanks for the following for some additional art:
The tatterman
Stippo
Laseheif
Marbles start at number 1, and multiply in value when they enter the corresponding green triggers. If they enter the red triggers, their number will reset to 1, and the number that was reached will be launched as either a burst attack or a charged shot.
Burst attack will fire shots equal to the number reached, up to several hundred or thousand shots per second depending on the number of shots still be to launched. Any subsequent burst attacks will increase the number of shots remaining. Each shot will convert one territory pixel to the player's colour.
A charged shot will combine the full number into one large shot, which will convert territory pixels equal to its number.
The charge can also be used to replenish the player's shield. The shield blocks any incoming shots, and takes damage equal to the shot strength.
Who will win?
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Rules
Shot Types
Basic shooting - turrets will shoot continuously while they have ammo, and automatically target nearby enemy shots.
Line fire - Adds ammo equal to marble charge and locks the turret's current angle.
Rotating fire - Adds ammo equal to marble charge, and enabled turret rotation.
Shotgun blast - Fires all charge instantly as a blast of small shots in a wide arc.
Shield - Increases the player's shield equal to the marble charge.
Charged shot - Combines the full charge into one shot.
when size is more than 1 million - Charged shot, but fires small shots to proper itself.
when size is more than 100 million - Charged shot, but applies gravity to pull smaller shots towards itself.
Shields
When damaged, both the shield and the shot take an equal amount of damage, calculated as follows.
If the shot has more charge than the shield, the damage is 75% of the shield charge + 250.
If the shield has more charge, damage is 75% of the shot charge + 250.
If the shot's charge is less than 1000, the damage is equal to the shot charge.
If the shot has over 5 times as much charge as the shield, the damage is equal to the shield's charge (fully destroys the shield).
The blocked shot will bounce off unless if the shot charge is 100 times greater than the shield, in which case the shot will lose 99.9% of its velocity.
Any shields above 10M will be converted into ammo.
Shooting Rate
Base shooting rate increases logarithmically according to ammo left.
If the cannon is shooting at an enemy shot, it can additionally fire a small percentage of the shot's charge.
For every minute that the cannon has been firing continuously, the fire rate will increase.
Changes in this version:
-
Credits:
Song: 3rd Prototype - Dancefloor [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/Dancefloor
Watch: http://youtu.be/ZLohS_HScwc
Song: Debris & Dazers - Double D [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/DoubleD
Watch: http://youtu.be/czUB6bVwwDg
"
Song: Jnathyn - Dioma [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://NCS.io/Dioma
Watch: http://youtu.be/r2Ig85ycGKQ
Song: Poylow, Lucky Low, MAD SNAX - Freak Show (feat. India Dupriez) [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/PFreakShow
Watch: http://youtu.be
Marbles start at number 1, and multiply in value when they enter the corresponding green triggers. If they enter the red triggers, their number will reset to 1, and the number that was reached will be launched as either a burst attack or a charged shot.
Burst attack will fire shots equal to the number reached, up to several hundred or thousand shots per second depending on the number of shots still be to launched. Any subsequent burst attacks will increase the number of shots remaining. Each shot will convert one territory pixel to the player's colour.
A charged shot will combine the full number into one large shot, which will convert territory pixels equal to its number.
The charge can also be used to replenish the player's shield. The shield blocks any incoming shots, and takes damage equal to the shot strength.
Who will win?
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Rules
Shot Types
Basic shooting - turrets will shoot continuously while they have ammo, and automatically target nearby enemy shots.
Line fire - Adds ammo equal to marble charge and locks the turret's current angle.
Rotating fire - Adds ammo equal to marble charge, and enabled turret rotation.
Shotgun blast - Fires all charge instantly as a blast of small shots in a wide arc.
Shield - Increases the player's shield equal to the marble charge.
Charged shot - Combines the full charge into one shot.
when size is more than 1 million - Charged shot, but fires small shots to proper itself.
when size is more than 100 million - Charged shot, but applies gravity to pull smaller shots towards itself.
Shields
When damaged, both the shield and the shot take an equal amount of damage, calculated as follows.
If the shot has more charge than the shield, the damage is 75% of the shield charge + 250.
If the shield has more charge, damage is 75% of the shot charge + 250.
If the shot's charge is less than 1000, the damage is equal to the shot charge.
If the shot has over 5 times as much charge as the shield, the damage is equal to the shield's charge (fully destroys the shield).
The blocked shot will bounce off unless if the shot charge is 100 times greater than the shield, in which case the shot will lose 99.9% of its velocity.
Any shields above 10M will be converted into ammo.
Shooting Rate
Base shooting rate increases logarithmically according to ammo left.
If the cannon is shooting at an enemy shot, it can additionally fire a small percentage of the shot's charge.
For every minute that the cannon has been firing continuously, the fire rate will increase.
Changes in this version:
-
Credits:
Song: Clarx - H.A.Y [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/HAY
Watch: http://youtu.be/mj9KRKSvdbk
Song: Distrion & Alex Skrindo - Entropy [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/entropy
Watch: http://youtu.be/iaKgF1Vf5bQ
Song: Egzod, Maestro Chives, Neoni - Royalty [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/Royalty
Watch: http://youtu.be/C5fLxtJH2Qs
Song: Clarx - Zig Zag [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/ZigZag
Watch: http://youtu.be/CLEWmT_8ppM
Song: Elektronomia - Sky High [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/skyhigh
Watch: http://youtu.be/TW9d8vYrVFQ
Song: Max Brhon - Illusion [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/Illusion
Watch: http://youtu.be/XN4C1Vs6qgs
Song: NIVIRO - Get My Love [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/GetMyLove
Watch: http://youtu.be/c4-3WTBZC4I
Song: Desmeon - Hellcat [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/hellcat
Watch: http://youtu.be/JSY6vBPunpY
Song: Everen Maxwell - Hyperphantasia [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/Hyperphantasia
Watch: http://youtu.be
Armies travel randomly across the map, engaging in combat if they meet. Once conquered, towns will produce more fighters for the player. Whenever the army goes to the home city or a friendly town, it will reinforce itself with fighters.
Fighters gain experience by scoring kills. If a fighter gains enough experience it will level up, gaining perks like additional hit points, speed and/or equipment.
Destroy all the enemy kings and armies to win!
Subscribe for more!
#marble_race
#marblekingdoms
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Join this channel to get access to perks:
youtube.com/channel/UCmsLnt5kJRk0OLxecCHgeWQ/join
Signup form for having your name appear in Marble Kingdoms:
https://forms.gle/LwMr5JQbZi67NKfr7
Changes since last version:
- Arcane Wand now only fires 1 projectile
- Added a limit to max garrison size for towns and cities.
- Added upgrade to increase max garrison size.
- Farmer pitchfork now has a special effect: stick to the target for a few seconds, dealing damage over time.
- Princes can no longer defect.
- Removed side areas from castle map.
- Attack will send first from the most populated town.
- Lots of small balance tweaks and fixes
Credits:
Music by:
PhatPhrogStudios - Heraldry Medieval Combat Music Collection
Dark Fantasy Studio - Shadows Guild Epic Adventure Music Pack, Forgotten Realms Epic And Adventure Music Pack
Makai Symphony - makai-symphony.com/9-2 youtube.com/c/Makai-symphony
Artwork:
Kenney - https://kenney.nl/assets/scribble-dungeons
https://kenney.nl/assets/cartography-pack
https://kenney.nl/assets/scribble-platformer
BluBerrey - new battle arenas
Find some more of his work here: bluberrey.com
Thanks for the following for some additional art:
The tatterman
Stippo
Laseheif
Hitting an enemy marble will convert them.
Last colour remaining wins!
Subscribe for more!
#marble_race #territory_wars
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Changes in this version:
- Level up can now give abilities: spin, slash, boost
- Summons are now converted instead of eliminated
Marbles start at number 1, and multiply in value when they enter the corresponding green triggers. If they enter the red triggers, their number will reset to 1, and the number that was reached will be launched as either a burst attack or a charged shot.
Burst attack will fire shots equal to the number reached, up to several hundred or thousand shots per second depending on the number of shots still be to launched. Any subsequent burst attacks will increase the number of shots remaining. Each shot will convert one territory pixel to the player's colour.
A charged shot will combine the full number into one large shot, which will convert territory pixels equal to its number.
The charge can also be used to replenish the player's shield. The shield blocks any incoming shots, and takes damage equal to the shot strength.
Who will win?
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Rules
Shot Types
Basic shooting - turrets will shoot continuously while they have ammo, and automatically target nearby enemy shots.
Line fire - Adds ammo equal to marble charge and locks the turret's current angle.
Rotating fire - Adds ammo equal to marble charge, and enabled turret rotation.
Shotgun blast - Fires all charge instantly as a blast of small shots in a wide arc.
Shield - Increases the player's shield equal to the marble charge.
Charged shot - Combines the full charge into one shot.
when size is more than 1 million - Charged shot, but fires small shots to proper itself.
when size is more than 100 million - Charged shot, but applies gravity to pull smaller shots towards itself.
Shields
When damaged, both the shield and the shot take an equal amount of damage, calculated as follows.
If the shot has more charge than the shield, the damage is 75% of the shield charge + 250.
If the shield has more charge, damage is 75% of the shot charge + 250.
If the shot's charge is less than 1000, the damage is equal to the shot charge.
If the shot has over 5 times as much charge as the shield, the damage is equal to the shield's charge (fully destroys the shield).
The blocked shot will bounce off unless if the shot charge is 100 times greater than the shield, in which case the shot will lose 99.9% of its velocity.
Any shields above 10M will be converted into ammo.
Shooting Rate
Base shooting rate increases logarithmically according to ammo left.
If the cannon is shooting at an enemy shot, it can additionally fire a small percentage of the shot's charge.
For every minute that the cannon has been firing continuously, the fire rate will increase.
Changes in this version:
-
Credits:
Song: Spitfya x Desembra - Cut The Check [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/cutthecheck
Watch: http://youtu.be/TPvfaASfL5E
Song: Tobu - Lost [NCS10 Release]
Music provided by NoCopyrightSounds
Free Download/Stream: https://NCS.io/TLost
Watch: http://youtu.be/G6Tv8eFu7zA
Song: NIVIRO - The Return [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/TheReturn
Watch: http://youtu.be/R0QkZOyuqIs
Song: NIVIRO - Diamond [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/Diamond
Watch: http://youtu.be/cjdJLgVAaWY
Armies travel randomly across the map, engaging in combat if they meet. Once conquered, towns will produce more fighters for the player. Whenever the army goes to the home city or a friendly town, it will reinforce itself with fighters.
Fighters gain experience by scoring kills. If a fighter gains enough experience it will level up, gaining perks like additional hit points, speed and/or equipment.
Destroy all the enemy kings and armies to win!
Subscribe for more!
#marble_race
#marblekingdoms
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Join this channel to get access to perks:
youtube.com/channel/UCmsLnt5kJRk0OLxecCHgeWQ/join
Signup form for having your name appear in Marble Kingdoms:
https://forms.gle/LwMr5JQbZi67NKfr7
Changes since last version:
- Each player can now only field 1 army at a time (can be increased by upgrade)
- New reward: arcane wand. Equips all marbles in the army with wands that fire arcane missiles.
- Battles can trigger retreat early if no marbles take damage for 10 seconds
- Bunch of other small stuff I forgot about
Credits:
Music by:
PhatPhrogStudios - Heraldry Medieval Combat Music Collection
Dark Fantasy Studio - Shadows Guild Epic Adventure Music Pack, Forgotten Realms Epic And Adventure Music Pack
Makai Symphony - makai-symphony.com/9-2 youtube.com/c/Makai-symphony
Artwork:
Kenney - https://kenney.nl/assets/scribble-dungeons
https://kenney.nl/assets/cartography-pack
https://kenney.nl/assets/scribble-platformer
BluBerrey - new battle arenas
Find some more of his work here: bluberrey.com
Thanks for the following for some additional art:
The tatterman
Stippo
Laseheif
Marbles start at number 1, and multiply in value when they enter the corresponding green triggers. If they enter the red triggers, their number will reset to 1, and the number that was reached will be launched as either a burst attack or a charged shot.
Burst attack will fire shots equal to the number reached, up to several hundred or thousand shots per second depending on the number of shots still be to launched. Any subsequent burst attacks will increase the number of shots remaining. Each shot will convert one territory pixel to the player's colour.
A charged shot will combine the full number into one large shot, which will convert territory pixels equal to its number.
The charge can also be used to replenish the player's shield. The shield blocks any incoming shots, and takes damage equal to the shot strength.
Who will win?
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Rules
Shot Types
Basic shooting - turrets will shoot continuously while they have ammo, and automatically target nearby enemy shots.
Line fire - Adds ammo equal to marble charge and locks the turret's current angle.
Rotating fire - Adds ammo equal to marble charge, and enabled turret rotation.
Shotgun blast - Fires all charge instantly as a blast of small shots in a wide arc.
Shield - Increases the player's shield equal to the marble charge.
Charged shot - Combines the full charge into one shot.
when size is more than 1 million - Charged shot, but fires small shots to proper itself.
when size is more than 100 million - Charged shot, but applies gravity to pull smaller shots towards itself.
Shields
When damaged, both the shield and the shot take an equal amount of damage, calculated as follows.
If the shot has more charge than the shield, the damage is 75% of the shield charge + 250.
If the shield has more charge, damage is 75% of the shot charge + 250.
If the shot's charge is less than 1000, the damage is equal to the shot charge.
If the shot has over 5 times as much charge as the shield, the damage is equal to the shield's charge (fully destroys the shield).
The blocked shot will bounce off unless if the shot charge is 100 times greater than the shield, in which case the shot will lose 99.9% of its velocity.
Any shields above 10M will be converted into ammo.
Shooting Rate
Base shooting rate increases logarithmically according to ammo left.
If the cannon is shooting at an enemy shot, it can additionally fire a small percentage of the shot's charge.
For every minute that the cannon has been firing continuously, the fire rate will increase.
Changes in this version:
-
Credits:
Song: Lensko - Let's Go! [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/letsgo
Watch: http://youtu.be/mSLuJYtl89Y
Song: Jim Yosef - Arrow [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/arrow
Watch: http://youtu.be/5LI5QZVUU98
Song: More Plastic & URBANO - Psycho [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/MPU_Psycho
Watch: http://youtu.be
Song: Robin Hustin - On Fire [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/OnFire
Watch: http://youtu.be/S0STHSOPPSM
Hitting an enemy marble will convert them.
Last colour remaining wins!
Subscribe for more!
#marble_race #territory_wars
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Changes in this version:
- On alternate level ups (when not receiving weapon upgrade), either stats or minion summon is randomly selected.
Marbles start at number 1, and multiply in value when they enter the corresponding green triggers. If they enter the red triggers, their number will reset to 1, and the number that was reached will be launched as either a burst attack or a charged shot.
Burst attack will fire shots equal to the number reached, up to several hundred or thousand shots per second depending on the number of shots still be to launched. Any subsequent burst attacks will increase the number of shots remaining. Each shot will convert one territory pixel to the player's colour.
A charged shot will combine the full number into one large shot, which will convert territory pixels equal to its number.
The charge can also be used to replenish the player's shield. The shield blocks any incoming shots, and takes damage equal to the shot strength.
Who will win?
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Rules
Shot Types
Basic shooting - turrets will shoot continuously while they have ammo, and automatically target nearby enemy shots.
Line fire - Adds ammo equal to marble charge and locks the turret's current angle.
Rotating fire - Adds ammo equal to marble charge, and enabled turret rotation.
Shotgun blast - Fires all charge instantly as a blast of small shots in a wide arc.
Shield - Increases the player's shield equal to the marble charge.
Charged shot - Combines the full charge into one shot.
when size is more than 1 million - Charged shot, but fires small shots to proper itself.
when size is more than 100 million - Charged shot, but applies gravity to pull smaller shots towards itself.
Shields
When damaged, both the shield and the shot take an equal amount of damage, calculated as follows.
If the shot has more charge than the shield, the damage is 75% of the shield charge + 250.
If the shield has more charge, damage is 75% of the shot charge + 250.
If the shot's charge is less than 1000, the damage is equal to the shot charge.
If the shot has over 5 times as much charge as the shield, the damage is equal to the shield's charge (fully destroys the shield).
The blocked shot will bounce off unless if the shot charge is 100 times greater than the shield, in which case the shot will lose 99.9% of its velocity.
Shooting Rate
Base shooting rate increases logarithmically according to ammo left.
If the cannon is shooting at an enemy shot, it can additionally fire a small percentage of the shot's charge.
For every minute that the cannon has been firing continuously, the fire rate will increase.
Changes in this version:
-
Credits:
Song: Fareoh - Under Water [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/UnderWater
Watch: http://youtu.be/xzyRoshFFaA
Music provideSong: Jim Yosef - Eclipse [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/eclispe
Watch: http://youtu.be/1WP_YLn1D1cd by NoCopyrightSounds
Song: More Plastic & URBANO - One Taste [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/onetaste
Watch: http://youtu.be
Song: ANGELPLAYA - PSYCHOPATHIC [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/PSYCHOPATHIC
Watch: http://youtu.be
Which colour will make it to the end?
Thanks for 100000 subscribers!
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Join this channel to get access to perks:
youtube.com/channel/UCmsLnt5kJRk0OLxecCHgeWQ/join
Armies travel randomly across the map, engaging in combat if they meet. Once conquered, towns will produce more fighters for the player. Whenever the army goes to the home city or a friendly town, it will reinforce itself with fighters.
Fighters gain experience by scoring kills. If a fighter gains enough experience it will level up, gaining perks like additional hit points, speed and/or equipment.
Destroy all the enemy kings and armies to win!
Subscribe for more!
#marble_race
#marblekingdoms
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Join this channel to get access to perks:
youtube.com/channel/UCmsLnt5kJRk0OLxecCHgeWQ/join
Signup form for having your name appear in Marble Kingdoms:
https://forms.gle/LwMr5JQbZi67NKfr7
Changes since last version:
-
- Bunch of other small stuff I forgot about
Credits:
Music by:
PhatPhrogStudios - Heraldry Medieval Combat Music Collection
Dark Fantasy Studio - Shadows Guild Epic Adventure Music Pack, Forgotten Realms Epic And Adventure Music Pack
Makai Symphony - makai-symphony.com/9-2 youtube.com/c/Makai-symphony
Artwork:
Kenney - https://kenney.nl/assets/scribble-dungeons
https://kenney.nl/assets/cartography-pack
https://kenney.nl/assets/scribble-platformer
BluBerrey - new battle arenas
Find some more of his work here: bluberrey.com
Thanks for the following for some additional art:
The tatterman
Stippo
Laseheif
Victory is achieved by destroying the enemy castle.
Who will win?
Subscribe for more!
#marble_race
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Credits:
Various assets by Kenney.
https://kenney.nl
Marbles start at number 1, and multiply in value when they enter the corresponding green triggers. If they enter the red triggers, their number will reset to 1, and the number that was reached will be launched as either a burst attack or a charged shot.
Burst attack will fire shots equal to the number reached, up to several hundred or thousand shots per second depending on the number of shots still be to launched. Any subsequent burst attacks will increase the number of shots remaining. Each shot will convert one territory pixel to the player's colour.
A charged shot will combine the full number into one large shot, which will convert territory pixels equal to its number.
The charge can also be used to replenish the player's shield. The shield blocks any incoming shots, and takes damage equal to the shot strength.
Who will win?
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Rules
Shot Types
Basic shooting - turrets will shoot continuously while they have ammo, and automatically target nearby enemy shots.
Line fire - Adds ammo equal to marble charge and locks the turret's current angle.
Rotating fire - Adds ammo equal to marble charge, and enabled turret rotation.
Shotgun blast - Fires all charge instantly as a blast of small shots in a wide arc.
Shield - Increases the player's shield equal to the marble charge.
Charged shot - Combines the full charge into one shot.
when size is more than 1 million - Charged shot, but fires small shots to proper itself.
when size is more than 100 million - Charged shot, but applies gravity to pull smaller shots towards itself.
Shields
When damaged, both the shield and the shot take an equal amount of damage, calculated as follows.
If the shot has more charge than the shield, the damage is 75% of the shield charge + 250.
If the shield has more charge, damage is 75% of the shot charge + 250.
If the shot's charge is less than 1000, the damage is equal to the shot charge.
If the shot has over 5 times as much charge as the shield, the damage is equal to the shield's charge (fully destroys the shield).
The blocked shot will bounce off unless if the shot charge is 100 times greater than the shield, in which case the shot will lose 99.9% of its velocity.
Shooting Rate
Base shooting rate increases logarithmically according to ammo left.
If the cannon is shooting at an enemy shot, it can additionally fire a small percentage of the shot's charge.
For every minute that the cannon has been firing continuously, the fire rate will increase.
Changes in this version:
-
Credits:
Song: Debris & Dazers - Double D [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/DoubleD
Watch: http://youtu.be/czUB6bVwwDg
Song: Clarx - Zig Zag [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/ZigZag
Watch: http://youtu.be/CLEWmT_8ppM
Song: Lensko - Let's Go! [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/letsgo
Watch: http://youtu.be/mSLuJYtl89Y
Song: Max Brhon - The Future [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/TheFuture
Watch: http://youtu.be/dRe_rS19E04
Song: Prismo - Stronger [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/Stronger
Watch: http://youtu.be/IIwiM777OzQ
One colour will emerge victorious - which will it be?
Subscribe for more!
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Join this channel to get access to perks:
youtube.com/channel/UCmsLnt5kJRk0OLxecCHgeWQ/join
Game rules
- Marbles (medium size circles) will eat food (small circles) by touching them. Eating has a cooldown, starting at max 10 eats per second.
- Food is also health.
- When two enemy marbles collide, they will deal damage based on their speed.
- A small percentage of mass is lost every second.
- When sufficient mass has been achieved (20 at start), the marble will split into two copies with half health each, however the second copy will mutate to gain a random attribute.
- Mutation can pick from the following attributes: damage, health limit (for split) up/down, avoid speed, chase speed, grouping speed, spreading speed, lifesteal, splash damage, area life drain, armour, forward speed, food chase speed, food pull, decay reduction
- Marbles move based on their movement attributes relative to the positions of other nearby marbles and food. For example, with high levels of the chase attribute, a marble will accelerate towards enemies.
Marbles start at number 1, and multiply in value when they enter the corresponding green triggers. If they enter the red triggers, their number will reset to 1, and the number that was reached will be launched as either a burst attack or a charged shot.
Burst attack will fire shots equal to the number reached, up to several hundred or thousand shots per second depending on the number of shots still be to launched. Any subsequent burst attacks will increase the number of shots remaining. Each shot will convert one territory pixel to the player's colour.
A charged shot will combine the full number into one large shot, which will convert territory pixels equal to its number.
The charge can also be used to replenish the player's shield. The shield blocks any incoming shots, and takes damage equal to the shot strength.
Who will win?
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Rules
Shot Types
Basic shooting - turrets will shoot continuously while they have ammo, and automatically target nearby enemy shots.
Line fire - Adds ammo equal to marble charge and locks the turret's current angle.
Rotating fire - Adds ammo equal to marble charge, and enabled turret rotation.
Shotgun blast - Fires all charge instantly as a blast of small shots in a wide arc.
Shield - Increases the player's shield equal to the marble charge.
Charged shot - Combines the full charge into one shot.
when size is more than 1 million - Charged shot, but fires small shots to proper itself.
when size is more than 100 million - Charged shot, but applies gravity to pull smaller shots towards itself.
Shields
When damaged, both the shield and the shot take an equal amount of damage, calculated as follows.
If the shot has more charge than the shield, the damage is 75% of the shield charge + 250.
If the shield has more charge, damage is 75% of the shot charge + 250.
If the shot's charge is less than 1000, the damage is equal to the shot charge.
If the shot has over 5 times as much charge as the shield, the damage is equal to the shield's charge (fully destroys the shield).
The blocked shot will bounce off unless if the shot charge is 100 times greater than the shield, in which case the shot will lose 99.9% of its velocity.
Shooting Rate
Base shooting rate increases logarithmically according to ammo left.
If the cannon is shooting at an enemy shot, it can additionally fire a small percentage of the shot's charge.
For every minute that the cannon has been firing continuously, the fire rate will increase.
Changes in this version:
-
Credits:
Song: Lensko - Cetus [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/cetus
Watch: http://youtu.be/i3vrV-WNmsc
Song: More Plastic & URBANO - Psycho [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/MPU_Psycho
Watch: http://youtu.be
Song: Jonth & Hilefex - Non Stop [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/NonStop
Watch: http://youtu.be/15SiwK-Hrbk
Song: Fareoh - Under Water [NCS Release]
Music provided by NoCopyrightSounds
Free Download/Stream: http://ncs.io/UnderWater
Watch: http://youtu.be/xzyRoshFFaA
Subscribe for more!
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Join this channel to get access to perks:
youtube.com/channel/UCmsLnt5kJRk0OLxecCHgeWQ/join
Game rules
- Upgrades (blue cards) will only be applied to marbles spawned afterwards, and won't affect any marbles you already have.
- Marbles can gain experience and level up, which is carried over into new rounds even after being knocked out for in a round.
- Level up will fully heal the marble and provide a small bonus in health and attack speed.
- Triggering the "Start Battle" card will replace the triggering marble.
Armies travel randomly across the map, engaging in combat if they meet. Once conquered, towns will produce more fighters for the player. Whenever the army goes to the home city or a friendly town, it will reinforce itself with fighters.
Fighters gain experience by scoring kills. If a fighter gains enough experience it will level up, gaining perks like additional hit points, speed and/or equipment.
Destroy all the enemy kings and armies to win!
Subscribe for more!
#marble_race
#marblekingdoms
Patreon: patreon.com/lostmarbleruns
Discord: discord.gg/aYPAms2eHu
Join this channel to get access to perks:
youtube.com/channel/UCmsLnt5kJRk0OLxecCHgeWQ/join
Signup form for having your name appear in Marble Kingdoms:
https://forms.gle/LwMr5JQbZi67NKfr7
Changes since last version:
-
- Bunch of other small stuff I forgot about
Credits:
Music by:
PhatPhrogStudios - Heraldry Medieval Combat Music Collection
Dark Fantasy Studio - Shadows Guild Epic Adventure Music Pack, Forgotten Realms Epic And Adventure Music Pack
Makai Symphony - makai-symphony.com/9-2 youtube.com/c/Makai-symphony
Artwork:
Kenney - https://kenney.nl/assets/scribble-dungeons
https://kenney.nl/assets/cartography-pack
https://kenney.nl/assets/scribble-platformer
BluBerrey - new battle arenas
Find some more of his work here: bluberrey.com
Thanks for the following for some additional art:
The tatterman
Stippo
Laseheif


