Hey Folks,
I've got this little problem that's been baffling me for a while and I thought I'd put it out there to see what fun/creative solutions you all can come up with. ... even though I'm going to be somewhat vague about the game itself.
I have the core mechanism for game worked out and have tested it in a simultaneous play context, where anyone can play at any point and can barter with players at any point etc. To help your thinking, imagine the trading game Pit, one significant difference being that during the game people gain points which they can also use to barter with the other players. The problem is, it's a little too fast/crazy, at least it's faster than I want it to be. (not to mention that I'm still not sure how to end it just yet, I've been testing with just a time limit, with the winner being the one with the most "points" at the end of the time limit)
How can I slow it down without losing the excitement? I thought about just adding turns, but I can only imagine that this would make the game painfully slow, again, imagine what pit would be like if there were turns... ugh.
Thanks!
Tom
Not sure about the context of your game but if each player had a timer of their own and you then had a rule of 2 deals per flip of your timer, or you have to make a deal before your timer runs out to flip it again this could make the pacing of the deals more strategic (btw, this is mostly coming from that Gipf project game Tamsk which I've never played, but uses timers).
Just a thought