Attacks, Locks and Random: Production week 4

Production week 3
What have I done?
This week I have been working on the following:

  • Play-testning the game
  • Re-design attack cards
  • Balancing the game

Play-testning
The game has a paper prototype that the group uses to test the design of the cards and see what works and what does not.
I had play testers over all week and documented games that was played and the feedback from the players who tested. I sat them down and explained the rules of the game and then I observed what cards they bought and how they deiced to build their deck. I also study their facial expression and body language to get a feeling on how they felt while playing the game.  


The playtime for all the testers where between 20 to 45 minutes. More experienced players were able to finish the game faster, while new players needed to read up on the cards and understand the rules of the game witch slowed the game down.

The feedback was also different from person to person. Some players complained about some rules while other had no problem with it. There was however a common thing the majority of game testers complied about. And that was…

“Locks”
Some cards in the game created a “lock” for the opposing player. Take for example the card “A Shot in the dark”:

”Look at the opponent’s top 3 cards in his or her deck. Remove 1 from the game, place 1 in his or her discard and place 1 in your opponent’s hand.

Now on the outside this card seems fine. Since the player are force to buy 1 card a turn the deck should be fine. However…. what happens if a player plays 2-3 “A shot in the dark” in the same turn? Suddenly the player who plays the card is able to remove the opponents “best” cards from the deck and also being able to remove the cards that the opponent buys to counter the strategy. A lock is created, witch create an boring and sad game for the person who is in the lock.

Another example: “And now you don’t”

Look at your opponent’s hand. Choose 1 card from it. Choose a card from your hand. Take the chosen cards and trade them permanently. Those cards end up on the others hand.

This card creates a lock as well. For the one who steals the card it is fine, however being on the receiving end is boring and can get the player to feel helpless.

So how to fix this lock problem? Redesign the card!

In a game where the main focus is the interaction between players, there should not be situations for locks to happen. How fun would it be to play “Magic the Gathering” or “Street fighter” if you were able to control the opponents every action?

Attacks and Random 
Another big complaint was that the “Attack” cards (Cards that interact with your opponent in a negative way) did not feel like attacks or such minor effects that could as well do nothing. An example of such a card is “HI power Rifle”:

“Place this card in front of you. Anytime during your turn after you have played this you may force the opponent to discard 2 cards (Your opponent choose). If you do place this in your discard pile.”

Now this did almost nothing when it was in play. However after a buff the action became this instead:

“Place this card in front of you. Anytime during your turn after you have played this you may force the opponent to discard 2 cards at random. If you do place this in your discard pile.”

Now this is a much more powerful effect. Not being able to choose what cards to discard create a big difference and can create 3 different scenarios. 

1. The shoot missed. I could do better.
2. It hit something good but also something bad
3. OMG I AM THE LORD OF SNIPING!


These different scenarios create a good feeling of using the card and make the card feel like an attack. Random is way to balance the card while not making it to powerful. Remember “And now you don’t”? Here is what it says right now.


“Choose a random card from your opponent’s hand. Choose a card from your hand. Take the chosen cards and trade them permanently. Those cards end up on the others hand.”

This makes the card still fun to use, while not being to create a lock or feel too powerful.

Conclusion

Going forward in the project more play testing will be done to find the locks cards in the game.

Untill then

Nest invader in the sky

//Marc