Have small synergies be part of the cube: Reward synergy, don't demand it. So instead of supporting the top end of the curve, the lower/middle of it will be more fleshed out. At the same time, I don't want the game to end just because you've reached 7+ mana and are casting dragon after dragon. This means that my curve is going to be lower and that I will limit the amount of ramp available. I like having the early turns of a game be impactful and more than just be about ramping to skip through to turn 4-5. It's fun and broken, but I want something else so that when we switch cubes the experience different. One of my friends has a powered cube with all the most busted cards and that is more battlecruiser. We play free-for-all multiplayer (MP) games. So keep an eye out for that.I had an old thread with an out of date cube and out of date goals so I figured I would just post a new one and try to keep the thread updated better as this helps map out my thoughts.īackground: I (used to) cube with 3-4 players on a semi-regular basis. I will be making changes to the game and card pool very frequently, likely daily if I get feedback fast enough. ![]() If you are looking for people to play with, In the discord I will make beginner and competitive playtesting channels, so choose the one that seems appropriate for you. Of all the mechanics, I am most interested in how that one is received. Then once you get a feel for the game, adding it in. When getting started, I would recommend playing a few games without the grafting mechanic. You are more than welcome to playtest with friends and family. The video above mostly explains how to get started. Once you make one, you’ll need to share a link to your room with someone else (this will be a different link than the one below, otherwise you both will be hosting your own rooms). Playtesting Linkīelow is the link for creating a playtesting lobby. I am very open to suggestions, but of the two I think feedback is the more important. One helps me understand the game as it is, and the other gives me ideas of where I could take it. This doesn’t mean I don’t want suggestions! I just want to make a clear distinction between suggestions and feedback. TLDR: Tell me how you feel when playing the game and let me try to make changes to address those concerns or highlight the good parts. If you thought the game was too long or too short, hearing that is more helpful than “The life totals need to change”. If you felt the game was bland, its more helpful to just say that instead of saying “you should add this”. It is much easier for me to aggregate basic feelings (and much easier for others to give their basic feelings). That’s the doctor’s job to listen to how you are feeling and come up with a diagnosis and course of actions. You wouldn’t go to the doctor and say “My leg needs to be removed”. Think of it how you would describe your symptoms to a doctor “I’m a bit tired, my head hurts, I have trouble sleeping, etc”. But often there can be a simpler and more elegant fix than the initial reaction. It can be very tempting to self diagnose and say “oh I felt this way because of this, therefore that thing needs to change”. When providing feedback I am mostly looking at the raw feelings or emotions you are experiencing. As above, I will take this feedback and try to minimize the aspects of the game people generally did not like. Is it too complex? Too slow or fast? Does the complexity of grafting not provide enough benefit? Do you think the font is too small? Etc. ![]() Similarly, think about things you dislike about the game. ![]() If a ton of people love something, I can try and highlight that aspect of the game more. Do you like interacting with your opponents? Comboing off with crazy grafting interactions? The fast paced gameplay? Perhaps a specific tribe or aesthetic really speaks to you. So when playtesting I want you to think about which aspects of the game you enjoy and which you don’t enjoy. There are always surprises and I don’t want to lean too hard into one direction until I have other eyes on the game to help me understand what the core of this game really should be. I wanted to include a variety of different effects so I could get a feel for what the players enjoyed before I tried too hard to sculpt the card pool to its final shape. Aesthetics aside (which I will talk about later), this playtesting is somewhat intentionally like a collection of cards. Please read this! We are still in the early stages of playtesting so the game is not “complete”. I am planning to expand to tabletop simulator as well, for those who have that software if there is interest. For now I am using Tabletopia, because it is free for everyone.
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