Been playing a bit of Stardew Valley as a way to unwind from release, and I’ve come to really value the way it provides a relaxing atmosphere.
Like a soothing piece of music, or meditative poetry, I think this chillout vibe is something I want to explore more. Puzzles like Sudoku already demonstrate this kind of thing in a way, and I imagine the decreased rigidity in games may allow for even more of this. I’m curious to see what playing around with winrate %s, rank presentation and a couple other things does to de-emhpasize learning, growth and calculation and emphasize meditation, relaxation and the feeling of things “falling into place”.
I have a couple ideas in the tank for an experience like this, and I’m excited for when I’ll be able to show you guys more!
Couple random design lesson thoughts from SkyBoats:
-Tutorialization process went much better for most people than for Axes and Acres. The semi-guided FTL style tutorial seems to work well, and is going to be the default for BrainGoodGames going forward.
-Wind patterns do a good job of allowing players to create a cool machine to score points with, and heavily rewards smart forethought and play
-SkyBoats does a good job of making your moves feel like an AWESOME thing you did, rather than just scraping by. I really like this aesthetic
-Unlockables that trigger on win and loss are a good way to take some of the sting out of a loss
-Depth is great, but I need to more strongly consider the amount to which a player can process/where the information horizon is placed (Minos Strategos does a better job balancing this I think)
-Wind patterns are a cool mechanic, but some players are too overwhelmed to really dig into them
-Being able to use boat powers in any order is a good example perhaps of somewhere that the complexity ramps up a bit too hard
Having said that, there are a lot of things that are really neat about this system that I want to explore a bit more. I want to try adding a stripped down version of the concept as an alternate game mode. Smaller board, hand of cards rather than goods providing powers, fewer boats/one boat. Would you be interested in a mode like that?
Just wanted to give a big thank you to the testing team on Minos Strategos. Your dedication has helped make this project WAY BETTER than it would be otherwise, and your encouragement has been extremely motivating.
So thanks Esty, Viva, Kenbutsu, Toad_Racer, Bayushi and to anyone else who submitted a bug report or gave feedback! Minos Strategos was made by and for you!
NEW CARDS: -Added 5 New Cards (Slingers, Archer, Frenzy, Shout, Spirit Army)
(Stay tuned for a blog post about their design!)
Card Changes: -Modified Phalanx formation -Modified Cycle formation -Modified Massacre formation -Changed Prayer Move to Attack Move -Changed an Attack to Attack Spawn on Catapult -Tweaked Fireblast to allow aiming up and down -Cannon is now Attack Move 2 -Tweaked Assassinate formation -Added Move 1 to Warrior -Changed Attack 1 on Prayer to Spawn 1
Features/Bugfixes: -Fixed a couple saving/loading bugs with serpent -Tweaked credits text -Added save corruption handling system -Fixed Leaderboard ordering bug
-Added save backup/corruption prevention system -You now go straight to your first game from the last tutorial level -Time doesn’t tick on enemy turn -Fixed bug when returning to main menu too quickly -Set target framerate to 60 -Fixed killed enemies count not working -Cubes are now faded after dividing to indicate they won’t move -Added placement match to settings menu