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TESTS for COMBAT

The combat system is still not perfect. But improvements come in small steps. I just had to test one thing after the and not muddle functions together. In the beginning I made the mistake to turn too many knobs at the same time and thereby not knowing what made the difference.

2018 DECEMBER

Improving the combat system

My game testers were already very satisfied with the speed and the combat system, but it was still too slow for me. They say they have no problem with a long game. I thought, however, that the game should rather be trimmed to a shorter playing time, since the game can be scaled in duration by the number of Armageddon clock cards anyway.

If the game is as fast and action-packed as I'd like it to be, players can also take more time to plan their moves, which will mitigate the "analysis paralysis" that breaks out in some players who really take the game very seriously.

The fights were good in intensity and the miniatures behaved as expected. There was a first combat situation with a champion. As foreseen, the champion was able to destroy a large number of humans, but also took a lot of damage. Actually a perfect result. Since the combat system already works in its basics, I decided to add more cards and features to the game that affect the mobility of characters, for example to bring monsters into the game faster.

THE SEARCH FOR THE "PERFECT" CARDBACK

I developed the back of the cards. It is planned that all cards will have the same backside, so that after a few rounds the players won't be able to tell, which cards their opponent has still in his hand. I made more artwork and provisionally printed dozens of cards with a laser printer to judge the look and readability.

During test games I noticed that I have created a lot of complex and interesting cards so far. I now want to make the other half of the cards relatively easy and quickly accessible in order to increase the speed of the game.

I also outlined 32 Monster and Champion Skills and 8 Passive Skills. Since the skills can only be played if certain costs have been paid, they are also relatively easy to balance. First of all it is important that each card has a certain value and has a sufficient impact on the game.

ANOTHER STEP, BUT NOT PERFECT

What can ever be perfect. Sometimes you have to settle for "good enough for the moment". You can always come back later and improve. But first you have to get the stupid ideas out of your system. That is mostly achieved by building things and see for yourself that they do not meet expectations.

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