Hey Domino,
I've been testing this mode for a few days now and it's already damn enjoying and very interesting with the new features such as the Crate item with its very extraordinary weapon-beaviour. You are making much effort for this titlepack and we all appreciate your work

I really look foraward for the upcoming updates and I simply can't imagine what the Domino-genious will come up with in the future
Characters
Generally, I like the ideas of characters! Very effective to give the gameplay more depth and as a result, more fun
Balance
Currently, the characters are pretty unbalanced and the character ''Susu'' is way too op in my opinion. Susu is quite outstanding with her properties, he beats nearly every character. To my mind, Toad is the character with the lowest stats. His 50% Speed ( Speed is a huge factor in Hunger games because you have to pick up items as fast as possible, otherwise you might be too late ) are probably meant to be equalized with the remaining stats such as the high weapon reload, stamina regain, incredbile amount of 7 armors etc. However, he is still the lowest character because speed plays a very important in Hungergames and he hasn't got very much of it. Moreover, the ''Engineer'' and the ''Boba fett'' character have the same (!) stats. Pls fix that ^.^
Individuality + strategy
Characters are usually supposed to lead to individuality and their own strategies due to their high or low stats in any section. This is already done more or less because each character is in some aspects better than someone else. Therefore, characters have its own weaks & strengths. But these advantages/disadvantages are not clearly discernible actually. The impact of the weaks/strengths are not to big that it leads to very own strategies. I would like to make the differences between the stats even bigger to create a sense of individuality and thus, their own strategies.
A further suggestion is, to give each character an unique weapon which only this character can use. For example only ''character A'' may use the nucleus-weapon. Hence, there is no ''nucleus item'' to pick up anymore. I would like to suggest that he has the weapon when he reached the pole in the beginning as he normally gets the rocket-weapon. So if he reaches the pole, he gets the specialisation weapon and the rocket weapon. The rocket would be the basic weapon which all players have. In addition to the basic & unique weapon of each character, there should be one more free slot for any weapon they would like to pick up.
To quickly summarize this suggestion:
- Each character has 3 weapon slots
* unique weapon: Depends of the character, for example ''Nucleus''. You get this weapon after reaching the pole
* basic weapon: Always rocket, as it's now. You get this weapon after reaching the pole
* free weapon: You can decide which weapon you want by picking the belonging item, but not any specialisation weapons from other character!
With this idea it is necessary to create new weapons for the mode. I would really like to see more weapons! Not only because they are ''cool to have'', rather because they add more depth and involve more strategies for the gameplay. The crate item is a very good first item and if I think about the quality of the crate, how good will the next weapons be then?
Morover, I am thinking of ''unique bonuses'' of each character (More information about them in the examples). This unique bonus has 3 different levels. The higher the level of this bonus is, the higher is the effect of the bonus. You can reach the next level by picking up the ''unique bonus item''. This item can be picked up by every character but does only increase the belonging effect of their character!
Here are a few examples of characters:
#Difference between the genders (No character!)
Due to there are women and men in the character-list, why not giving each gender different weaks & strengths? Men are usually a bit stronger than women, so I would give them an advantage in using weapons ( e.g. weapon-reload ) and critical hit chance. Women shall have more speed-reload. The impact of the different genders shall not be too big, just a smart detail. The different characters shall be more significant than the genders.
#Gun carrier
- Specialisation: Carrying weapons
- Unique bonus: Has +1 rocket (and +1 free-weapon) ammunition; Higher weapon-reload
- weaknesses: Due to he has to carry a lot ammunition during the match, he hasn't got very much power left, so the critical hit chance shall be less.
#Minimalist
- Specialisation: The last shot is the best.
- Unique bonus: The less ammunition of his weapons he has, the higher is the critical hit chance.
Example: He has 6 ammunition and 5 left -> The chance to do a critical hit is very low. He has 6 ammunition and 2 left-> The chance do a critical hit is very high.
- weaknesses: He is mainly watching on his inventar to check how many ammunition he has so he to forgets to move somtimes ^.^ Speed stat should be a bit lower than the other characters
- possible strategy: Due to the most power of this character comes up when he has less ammunition left, it is wisely to shoot your last ammuntion perfectly because these are most likely do to a critical hit.
That aren't much examples, but the main idea is to bring any sort of individuality to the character with some unique bonuses/weapons which will result in some interesting strategies. I will add more examples in the future probably
Limitations (Weapon spamming, a lot health etc )
When the round comes to an end, some guys gathered a lot items and thus, have a lot weapons. In my opinion, far too much weapons, too much ammunitions and a too high reload-time. I would highly recommend to set up a limit for each item, especially weapons. This shall prevent the player from just spamming their weapons which doesn't really involve any sort of strategy. It shall also give other people the chance to pick up some items, because some guys are usually way faster than new comers and new comers will most likely leave the game ( Ragequit

).
Newcomer-friendly and lack of information
When I did my very first match in Hungergames, I was literally ''lost'' and helpless. New comers have a big disadvantage because they simply don't know where the items are and if they've find them, they don't know how to reach them. It's probably remarkable to watch the first rounds as a spectator but this shall not be necessary. I would like to see any new-comer help by getting the items. This idea is not intented to make the mode super easy because it's probably the challenge to find the way to the items, it is rather supposed to give new comers a chance by giving a small (small!) help. I admit that I've no idea how to do that, that it is only a small help and not too powerful, I would only like to inform you about this issue
You did a first great step with the tip-box which appears when you pick up the item, but it is only once and in the first rounds I wasn't able to remember which item has which function. My suggestion is that you create a simple buttom in the HUD ingame which is called ''information'' which opens a little window about the very important things, such as detail information about each item.
Waiting
As yoshi has already mentioned, you have to face the waiting time issue anyhow. I've often noticed that people tend to leave when they died early and do not want to wait until the next round starts. My idea is that you give people a ''second chance''. I've tried to implement that in two different suggestions:
A: You are able to pick up a ''Rebirth item'' so you are able to be reborn after you died. In order that this feature is not too powerful, they are only 1-2 ''Rebirth items'' on the map which are nearly as rare as the crate item. Furthermore, the player shall keep the half of their items after he died instead of losing all of them. So he has still a chance to become the winner. Otherwise, if he loses all items, he has nearly no chance because someone might have 1000x weapons/armor and then it's absolutely clear who will win this fight.
B: There is a certain zone somewhere near the border of the map in which died people can fight once more to be reborn in their original spawm. This zone gets activated after 2min and player who died after 2min will never have a chance again to be reborn. If the zone/area gets activated, people will have to face a survival-fight. The guy who is the last man standing, wins the game and will be reborn in his original spawn.
These are basically the main issues ( not much, I just described them in detail ) I found while playing on your titlepack.
I hope you like my suggestion as well and it would be a pleasure if ever one of those would be implemented
Best greetings,
Soprah