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Showing posts from November 6, 2018

#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