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Irrgarten 2/13 Revision

Irrgarten 2/13 Revision published on No Comments on Irrgarten 2/13 Revision

blue_cleric

Download the newest edition here!

Did some tweaking after some more playtesting, here’s what’s new in the second revision:

  • 9 new Character Cards! Unique ones, even!
  • Additional Item Cards, all categories except Heavy Armor should be accounted for (admittedly because I haven’t decided what the best icon for that would be)
  • Characters now have altered stats to try and balance them better. e.g.; Mages’ squishiness is now represented more by low HP than a minimal defense stat.
  • Card pages have been re-cropped so they should print better. Sorry if anyone had trouble with that before- I printed my batch directly from Illustrator so I didn’t notice the uploaded copies’ crop marks were at the edge of the page rather than the edge of the cards themselves.

To play, you’ll need some wound markers and position markers for the dungeon map. Past that, the cards should be all you need.

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.

Project Irrgarten: Rough Draft Download!

Project Irrgarten: Rough Draft Download! published on No Comments on Project Irrgarten: Rough Draft Download!

Rough Draft Edition- Get it Here

Welp, here goes. For anyone interested in giving the first draft of my dungeon crawler a shot, this ZIP contains a PDF of the basic rules along with PNG files of the card templates I’ve been doing testing with (give or take a few tweaks.)

Go in knowing the following:

  • There aren’t really any art assets inserted yet, so it’ll be a while before they look nice
  • Some item types and specific items haven’t been made yet (tried to work around that but may have missed a few mentions of Spears or miscellanous things)
  • The Support Attack/Support Defense mechanic may be simplified to a basic Support stat in future drafts. I think this may also allow for some fun ‘non combat’ characters designed to affect team morale.
  • Character lineup is very basic right now; there will be more to come. Feel free to print an extra sheet if you find yourself needing more. (I started with 8 to get 2 full parties going then added the Defender to fill out the page.)
  • You’ll need some outside counters of some kind for now; I got by using pennies for wound markers and quarters for character placement. You may want to have a marker to show who your current Leader is if you don’t want to physically rearrange your party formation.
  • Boss monsters haven’t been included until I’m sure regular monsters work- bosses will be within special Room Cards so you can flee if outmatched.

Thanks to anybody who cares to try this out, feedback of all kinds will be appreciated. My aim is to make something quick to pick up on but with enough things to do within it that it has a little bit of depth/strategy. This prototype has 9 characters, 9 monsters, 18 items and 27 room cards, which should hopefully be enough to get the idea across.

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!

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