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This week more iteration of the game has been made. This blog post will go into further detail of some of the changes to the cards as well as explain problems and solutions that the cards have created.
Strong stuff and High town
[Insert Pic of stong stuff and High town]
After many iterations of Strong Stuff and High Town these will be the final versions of them.
In the start both cards had a much lower cost to them, witch created a dominant strategy that I call “Draw a lot”. What it did for the game was allowing 1 player to watch the other player draw a lot of cards without any iteration between the two of them. This created an unhealthy player environment and went ageist the main idea for the game, that being a deck building game where you “fight” another agent.
The solution to the problem was to higher the cost of the two cards, which made the strategy still reliable yet more difficult to assemble.
Attack fixes
One of the main problems form the alpha testing was that player was not interested at all to buy the attack cards. After noting everything down and asking why there was no interest in buying them the play testers answered “They are boring and does not advance my game plan”.
After taking in the feedback I looked at the attack cards and redesigned some of them.
I had a look at other games “attacks” and found out an interesting fact. Take “Magic the gathering” for example. A Magic player would never play a card that cost 3 mana in order to do 2 damage in anything. Even if it was instant speed and even if the player could divide the 2 points of damage anyway possible, he or she would still not play that card. However, if you add a minor effect such as “draw a card” you get a reasonable card.
Look at Dominion attacks. Nobody would play Milita if it only would force the opponent to discard some cards. However add a temporally bonus such as extra gold it suddenly becomes an card that attacks the opponent and advances the game at the same time.
The main idea is that players would not play attack cards unless they advanced the game plan or play attacks that where devastating for the opponent.
After leaning this I designed the cards so that the attacks either have powerful effects but no bonus to them or have minor effects with minor bonus to them. This would mean that a player could still play attacks and advance their game plan at the same time.
After adding the new attacks the game testing shows more players buying attacks and having fun using them.
Conclusion
Next week All the cards will reach their final design for GGC. I will also focus on helping the group main programer to include all the cards to the digital edition. Untill then.
Nest Invader in the Sky
//Marc
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