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#7: Playtest-Cringe

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:

  • 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
Looks nice - plays bad. Radica v1

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