Day 10. Added the Mage! The Mage can either move OR attack on his turn. When he attacks he hits units in an X shape 3 range away. Also had my first moment of crunchyness happen as I was testing (I was able to play/strategize a bit even given the simple setup I have so far, very encouraging). Feels like maybe the goal should have something to do with a limited number of turns perhaps/keeping your units alive?
Awesome talks by three strategy game designers. Nice range of approaches/opinions. Keith and Soren seem to agree that transparency of mechanics (like in board games) is very important, but Keith takes it a step further with the Core Mechanism reductionist model, whereas Soren seems more comfortable having a potentially more loosely related systems.
And Brad is a self proclaimed “Sauce” designer at a “Sauce” studio.
Also really interesting to hear the perspective that Keith’s approach “fetishises mechanics over experience” which seems to me to say you can’t have a great experience solely through mechanics. It isn’t true, as is demonstrated by many board games that simply use theme as a way to get you in the door (Bohnanza, RFTG, Love Letter, et al.), but it certainly can SEEM true (rules seem very dry for some reason, even when they can very easily be the most interesting part/exiting/engaging/suprising part of the experience).
Day 9 – Another simple, (but important) update. Warriors now can target any of the 4 directions to cleave. To make them attack without moving, you now have to click on their same space. this seems to open a lot more flexibility in how you can use them, and incidentally makes it so you must attack with them each turn, giving a bit of a berserker feel.
Maybe tomorrow I’ll finally get to the Mage…
Day 8 – Nothing too sexy today. just added a simple rewind feature in case you’re in the middle of a move that you don’t particularly like.
Day 7 – Death animations!
Day 6. Added cleave to the warriors!!!!! CLEAVE!!!!
Day 5. Kind of a subtle change today. Just implemented range finding so units can’t go “through” other units on their way to other squares.