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Suggestions

What's on your mind? What would you like to see in RUMBLE?
Integration of Charge Battery behavior as a lingering buff for Charge Stone
Currently, from what I understand, Charge Stone has (presumably) unintended behavior that allows for doing things like holding a structure then un-holding it, still allowing the player to continue charging off the structure they no longer have hold on or otherwise allow the player to not be holding the structure after a charge has completed and, in both cases, still retain the charge to use on another structure. This is behavior used in "Charge Battery" techniques. As it stands, there is also additional inconsistency and unintuitive behavior with Charge Battery beyond what is described here. I suggest that this current behavior be removed and replaced with a 5 second long (or longer/shorter if that amount of time seems too long or too short) lingering of the charge buff after the structure affected by Hold is destroyed or is no longer being held, but only after that structure is fully charged. This could allow for a more streamlined, intended integration of his behavior as a feature that could allow for those that have spent time learning to utilize the current behavior as a fairly large part of their combat style to still have a play style that works in a similar, albeit simplified direction. Ideally, I think this new lingering buff behavior should be combined with some version of previous suggestions for a visual effect that indicates the charge is on the player instead of the structure and have that visual effect linger for the 5 seconds this buff is active. Note: this may constitute a buff to Charge based play styles not specifically utilizing charge battery type behavior currently, as it more opens up more general usage of charge for a short period after the structure is no longer held. Thank for your consideration!
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Trailer competition
I would like to propose a video competition for new trailers of Rumble. The winning trailer(s) will be (at least temporarily) featured on the store page, the maker gets a small prize and thanks in the game credits. Among those that contributed with enough effort to be considered a trailer, you could give away steam keys that the content creators can gift to community members or friends. Just a single key to gift would make someone already feel appreciated. Of course, there have to be certain rules about size, but also rules to make sure they can be used without any troubles. For example: Only in-game footage, to make sure it truly shows what the game is about and to ensure no one is editing in copyrightable material from cartoons, for example. The sound design cannot include music where there is no guaranteed way to get a commercial license. Services like Epidemic Sounds can be used, as there is an easy way to buy a license for their music. And music inside the public domain is no problem. I have seen a few concerns before that the current Steam trailers are not representative enough of the current state of the game. I think they are fine, but I wouldn't call them very good either. It could show more moves, shiftstones, Howard, both arenas and the park. And both trailers feel extremely similar to each other. Watching any of the two doesn't give a different impression of the game compared to the other. It is hard to determine the best approach for a trailer... How much should you show about the accessibility and learning curve? Should you aim for a wide audience, or for the specific niche that is most likely to be interested? I would suggest the shotgun approach and do all kinds of trailers with the help of your amazing community! Some might just show the joy of using the moves, others might show the satisfaction of overcoming hardship. Some might show low-skilled matches that feel accessible to start out, others might show how magical high-level fights can be. This might also draw more people into making video content for the game. Reviews, gameplay videos, tutorials, streams, and more are very good advertisements for the game. I got introduced to this game on YouTube, I got a friend interested by sharing videos I have seen and another friend became interested when I started streaming the game myself. If more enthusiasts join in the creation of Rumble content, then that might already pay off.
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