Did three small patches/hotfix updates this morning!
Militia 2 1.01m
-Added endless modes!
This one goes out to you Lord Gek!
-Fixed small visual bug in card collection (deep space cards showing up twice)
-Moved second dice row down a bit to make it easier to click on the quick sun buttons
Working on an action-game type prototype right now, which would be a first for BrainGoodGames! We’ll see where that goes, I’ll keep ya posted 🙂
Have a great Tuesday.
Patch notes are here!
Polish update for Militia 2, and the final thing on the BrainGoodGames list before hunkering down with some new prototypes.
Future possible expansion ideas for Militia 2 are currently some “god” tiles like in Minos Strategos randomly added to the Weekly Challenge, “Endless Mode” and a “Daily Climb”.
Have a great Wednesday!
Patch notes are here and here!
It was cool this week to be able to go back and dust off the cobwebs from both of these games after the Militia 2 launch (I have another update planned for that in the near future too, then back to NEW STUFF).
I feel very fortunate to be in a position where I can go back and tweak the games. It would feel pretty bad to have to leave them in a state I wasn’t 100% proud of.
As always, let me know if you have feedback about either of the patches or encounter any bugs or whatnot. And if you want updates when we release new BrainGoodGames and large updates for old ones, sign up for the mailing list here: https://braingoodgames.com/email.html It’s hugely appreciated!
Thanks for your support and for playing BrainGoodGames!
Holy cow, this might be the biggest patch I’ve ever made!!
To opt in and try out the changes:
Right click Solar Settlers in Steam -> Properties, Betas
-Added flavor text to every card!
-XP Gain Multiplied by 1.5 (Game Bonus, Win Bonus, Rank Bonus Random Bonus and Fate Bonus)
-Added background art to Derelict Starship and Shifting Vista
-Added Expert Mode unlock cheat
-Added BrainGoodGames Current Update to main menu
-Void can no longer destroy settled worlds
-Added floatey text when you harvest a planet with Origin
-Added basic explore cards to Card Collection
-Scaled down # of games required for race unlocks
-Added last week weekly challenge leaderboard
-Tweaked asteroid Event
-Buffed Wormhole to allow free moves on AND off
-Temple of Might is now free
-Waystation is now free
-Habitat factory is now only usable 1 time
-Added 1 Military to Proto-Formids and Sentient Fungus
-Added +1Military/settler to Mining Colony
-Replaced Sensitive Server Farm with Extraction Facility
Extraction Facility – 1 ore
:colonist: – Draw a Card, 1 oxygen 1 hydrogen
:colonist: :colonist: – destroy this world, 4 ore 6 hydrogen
-Fixed a bug with not gaining resources fast enough from Production abilities to meet Goal requirements
-Fixed clicking between Popups in tutorial
-Fixed a bug with step 29 of tutorial
-Fixed bug with Diligence Tribunal not checking whether it was settled
-Fixed being able to activate Nomadic Tribe for no effect
-Fixed bug with Mirror Anomaly and deep space Jungle Worlds
-Fixed bug with Goal prompt not showing up sometimes in Expert Mode Weekly Challenge
-Fixed bug with loading Therlunai scavenge values
-Fixed weird Weekly Challenge timing to be Saturday to Friday
Some random game design scribbles!
Games can feel “harsh” for a number of reasons, and although seasoned gamers have built up a tolerance for certain kinds of harshness, it can be off-putting for newcomers. Musing about it a little, a game can feel harsh because of:
–Randomness seems to have too high of an effect on your fortunes, making the game feel capricious or arbitrary
-The game could have too high of a degree of Skill Compensation, making the game feel overly judgmental when you make mistakes
-The game can combine a long playtime with high endgame swings of fortune, which can make you feel like you have “wasted” time
-The game can feature prominent directed confrontation, leading to feeling singled out or ganged up on
-The game can have a lot of snowballing (common to engine building games) which can make early mistakes (when the player might still be learning) feel too important/punished too much
-The game can have a perceived forgone conclusion, where the outcome seems inevitable or almost inevitable (mitigated in some euro games by hiding victory points), and therefore the game seems pointless to continue
Have a great Wednesday,
The first-ever BrainGoodGames sequel! (And BrainGoodGame #7)
You can pick it up here! <<<<<<
Had a lot of fun playtesting yesterday. There is normally some way to surprise yourself by finding out a clever move and clearing boards faster than you thought possible.
Thanks to all the playtesters, family and friends who made it possible.
Special thanks to Keith Burgun for making the music for Push World! It sounds great and fits the mood of the game perfectly!
You can wishlist it here!
I’ve doubled down on the combo-riffic portion that I liked most about Militia. You can really do a lot of crazy things on one turn.
There’s also tons of variety with Push World, Beam World, Chaos World (with ALL the Militia units) and timed modes. More to come!