Well, that was hard. I had my first playtest a couple days back and it didn't go exactly as planned. The mechanics I designed so carefully, did not work as intended and even though the game was playable (for the most part) it had some serious issues. Overall I just wasn't satisfied with how it played.
Issues were:
My first instinct is to jump right into it and start the whole design-process all over again. However I will continue play-testing with v1 just to get a more detailed feedback and also continue to make the few remaining game-objects like pressure-counter and health-meter.
Issues were:
- No incentive to deploy the 2nd and 3rd Radical
- Tedious pressure-counting ("somebody open up a spreadsheet!")
- No choices in the first ring. Everybody loots the Mech-pile
- Not much playboard-interaction (ring-turning)
- Unbalanced Cards.
- Pressure-Dice-Mechanic was way too complicated
- Combat was too easy
- Pressure was too abundant
- No real incentive to fight other players
My first instinct is to jump right into it and start the whole design-process all over again. However I will continue play-testing with v1 just to get a more detailed feedback and also continue to make the few remaining game-objects like pressure-counter and health-meter.
Looks nice - plays bad. Radica v1 |
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