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Posts about games. There’s bunches.

Game Testing Notes, Thus Far

Game Testing Notes, Thus Far published on No Comments on Game Testing Notes, Thus Far

2015-08-11-concepts

Still waiting on some of the people who downloaded the game to get a shot at running it, just thought I would toss out some of my own notes so far:

-Firstly: the print-to-play test zip I uploaded *is* slightly tweaked from the deck I started with to reflect a few things I observed at first, mainly the Harpies being a game breaker and monsters overall having too much defense and too many HP (though my initial runs gave *everyone and everything* 5 HP while I got a feel for how easy dealing out damage would be.

-Monsters are intended to be more of an inconvenience than super lethal, something that you would do well not to let linger but you can still move on to other rooms if you’re willing to risk running into more encounters. I’ve described them before as essentially ‘status effects’ you can cure by beating on them. I’m still not totally sure what the best way to handle multiple encounters at once would be. ‘Stacking’ monsters seems like a lacking solution and just making multiple actions per opponent could bog things down.

-I’d dare say the game’s solo play mode is working smoother than the PVP, or maybe I just confuse myself too easily hopping from side to side of the table.

-The primary/support stats aren’t so confusing after a while, I just kind of worry about tossing too many numbers around. Having a flat Support stat may pump up leader stats a little too much since it meant attack AND defense go up at least 1 point per living party member rather than support characters providing a specific stat boost.

-One thing that stood out to me in my longest run was that if you open up the Healing Spring in solo play, there’s really nothing keeping a player from just going back and healing to full after each fight. Maybe a turn limit is in order, or some kind of cap on spring use.

-The skill system is also feeling a little bit flat. Part of it is probably only having like 1 to 3 of each equipment type in the test deck, but I’m considering flipping the way the cards work so that the Character Card will have all the character’s special attacks and you’ll need to ‘spend’ a corresponding item type to activate a special skill. (e.g.; giving the fighter card the description for Cleave, and having the player use a sword card to activate it.) I guess it comes down to whether it’s better to have a fairly basic character with access to a wide number of skills, or a more distinct but limited character.

-Next round I may give a more advanced wounding system a try as well- the current rule is that you receive 1 wound period per failed combat round.

Right now I’m trying to whip myself into doing more character art for the initial set, but I’d like to compile a revised edition next week if some of these changes test well. Otherwise, I may just add some more cards, period so some of the more ‘exotic’ classes can be tossed into the fray for testing. In particular, I’m looking forward to seeing how the Alchemist class will work out, a largely support focused character who can Transmute items and gear.

Crawler Update

Crawler Update published on No Comments on Crawler Update

It’s been a little while since I checked in here; I’m kind of ashamed to admit I’ve been a bit more active on Tumblr than here lately since I’ve been sort of trying to save the ‘real’ updates for this page. Anyway! As mentioned last time, I started testing out my dungeon crawler card game after a lot of stalling since I’d hyped myself up about it a lot and didn’t know what the heck I would do if my first run proved it completely unsalvageable. I’ve been kind of sharing my pitch around a bit more to see how interested some of the other people I know would be in it and was surprised to get some enthusiastic response. Imagine, people liking an idea *I* had!

Anyway, now that I’ve got my coursework for the week caught up and have time to pick at it again tomorrow. I have a pretty big overhaul idea I’d like to try, but in the meantime I may go ahead and make the original one downloadable to try (I’ve been using blank cards printed out so I could pencil in changes or make notes as I go so sadly I didn’t have anything to give someone who said they were actually headed off to a game night the next day.) Basically, since I was getting a little confused myself with there being Attack and Defense stats, then secondary ones for characters providing support, I want to see how implementing a single basic Support stat. I considered just keeping Attack and Defense added up for the whole party, but it would kind of eliminate some of the strategy in arranging parties because your total attack and defense would remain constant no matter who was doing the actual battle. Having a Support rating would be a good way to still kind of show certain character types work better on the front lines or from afar but keeping the numbers reasonable. One of my major goals is to keep things as simple as possible so there’s no need for a ton of extra items like chits, dice, and so on, though I probably will wind up including a set of counters just for simplicity’s sake. They might be a little messy but there’s something just more fun about having fake cardboard coins or blood splatters to track things with.

Stay tuned, hopefully I’ll be able to get on this pretty steady and have something playable by PAX time!

“Irrgarten” First Run!

“Irrgarten” First Run! published on No Comments on “Irrgarten” First Run!

I finally got around to printing off and testing my game tonight! I’m happy to say it isn’t immediately broken like I feared and it plays pretty speedy, which was something I was shooting for. It definitely needs some tweaking for balances sake, I was afraid of things being too easy and made some of the monsters OP- particularly my Harpies. (Monsters basically act like a status effect, and Harpies kidnap the ‘weakest’ party member, which with the sample parties [Fighter, Cleric, Sorceress and Thief apiece] meant the Sorceress was getting grabbed leading to a serious drop in overall damage output that made killing them impossible. The Cleric’s passive heal ability could also probably make the game run forever if not checked in some manner since it heals 1 HP turn- and damage is dealt basically 1 at a time. So at the least, monsters should have their defenses nerfed. So should the ‘encounter rate,’ too- I stupidly put more monster attack cards into the room deck than i made sample monsters. Player 1 spawned in a poison gas chamber then stepped into three consecutive monster panels (which queues them up so that party was effectively in battle the entire game.) Maybe monsters shouldn’t ‘stack,’ maybe i should change how moving and battling works.

Seems salvagable, anyway! I need to start players out with a handful of items so things are a bit more strategic and make the monsters a little fairer (Trolls having really high defense AND healing if you don’t damage them in a turn for one-what would I even do for boss monsters?)

Anyway, updates as they happen. Look forward to it!

I’m Going To Gush About An Old Game, And You’re Going to Read It

I’m Going To Gush About An Old Game, And You’re Going to Read It published on No Comments on I’m Going To Gush About An Old Game, And You’re Going to Read It

At least I hope so anyway… cough, cough.

 

 

 

 

I warn people sometimes about the dangers of getting me started on Armored Core.  Possibly the hardest thing for me to not ramble on forever about is when someone actually gets interested in what I’m talking about and asks what game is the best to begin with- I mean in all honesty, most games I love to death are kind of niche, and I don’t want to turn someone off to the series on the whole by suggesting wrong. So that usually segues into a lengthy diatribe about which installment does what best, since AC (mostly) reboots itself with each numbered installment then follows it with direct sequels in the same timeline, so “Just start from the first one” isn’t the best advice.

Anyway, after digging out my collection to take a picture for a stupid Tumblr project, I got to looking at my copy of Nexus again, and even though the game itself isn’t my favorite, I love what they did with its release.

IMAG0042

In addition to the ‘real’ game, Nexus also includes a bonus disc containing remade classic missions from earlier games with more unlockable parts. And if that wasn’t enough, the bonus disc also offers alternate versions of missions, playing for the opposing force from the original, or in a harder setting.

The crazy thing is it seems to have been just thrown together “just because.” It doesn’t seem to be tied to an anniversary event or anything. It wasn’t the first game on the PS2 by a long shot, and it doesn’t advertise itself on the packaging as anything other than a chance to relive classic (mostly PS1 era) Armored Core-ness in their newly overhauled engine.

Wouldn’t it be great if more series could take a hint like this? Sure, we get HD Remaster collections sometimes, but that’s not exactly the same thing as being handed a bonus disc of pure fan service as thanks for picking up the new installment.

155- Into the Dungeon

155- Into the Dungeon published on No Comments on 155- Into the Dungeon

2015-06-02-heroes

So, as many games as I play, it’s probably not surprising I get plenty of ideas for games I’d like to make as well. An aggravating amount, really, considering my energy and skill level when it comes to stuff like actual coding and grunt work. As cool as video games would be to get into, I also like to kick around pen and paper concepts for ideas as well for an alternative. Seeing the variety of smallish-to-largish card and board games on display at PAX 2015 really sparked a more serious interest in them. I can totally see a board game working as a viable way to put together a self contained gaming experience, and as such I’ve been kicking around ideas for a good while now on how to make an easy to play JRPG-inspired dungeon crawl. Tonight, I felt like finally sitting down and jotting down some notes related to what I’ve been brainstorming on to share for now.

2015-06-03-thief2015-06-03-ccgnotes

The game actually sort of began life as an action-RPG where you could build a party who moves as one cohesive unit, with you controlling the leader directly and the rest of your team doing different stuff based on their position automatically. Kind of a frantic ball of slashing, arrowing and passive spell buffing, basically. Then I got to thinking that a randomly-generated dungeon would totally be doable with a deck of cards, and having physical stuff to move around is always neat. My aim is basically to create something that would not only be pretty simple to pick up and play as intended, but open enough to encourage groups to invent their own quests or game styles off of the basics. That’s part of why I’m a big fan of the Dream Pod 9 RPG’s, they accomodate different “levels” of play so well that you can usually get away with playing the same units in a massive battle and keep the same basic rules played looser and more cinematically to have the players celebrate the battle with a drunken bar brawl or something.

The notes page above kind of has the basic gist of what I wanna try and do without having gotten far enough to find some testers. It’d be cool to add some extra battle options for when I get to PvP and boss battles and other random encounters, but I’m focusing on the basic idea of ‘guy does this when placed here’ for now since that’s kind of the core tenet.

Also, I know it’s kind of weird but I’d like to try and make the game solo play capable, for the sake of players who want a way to test out a team or deck between “real” sessions.

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