Hey guys!
It's been a while, but my current game design plays a lot like the Pokemon video games which is actually a goal (well, a better version of it). Only the battling component - Both players choose an action (attack, block, suit up, special, or power-up), place desired action facedown, then reveal. Actions occur in a specific order.
In my game "Suit Up!" you choose a character. That character has three costumes. Each costumes has 3 Attacks, an ability, and a temporary buff that can be activated. You can only have one costume in play. Your chosen character also has an extra card that gives you some extra special abilities.
This is what each character possesses in total (each costume):
9 Attacks
3 Abilities
3 Buffs
2 Specials (these work with any costume)
That's already a pretty sizable amount of information to learn. The problem I'm facing is that the first playthrough is information OVERLOAD because it's also important to know what the opponent is capable of, doubling the amount of information you need to take in.
Each successive playthrough, players get more accustomed to what they and their opponent can do. BUT, I don't want the first playthrough to be so intimidating to dissuade players from coming back. BUT I also know that this game is all about different match-ups; asymmetry.
Should I design my game to be less intimidating by sacrificing depth? Should I design a "lite" version to have players practice with? My goal now is to make it less intimidating WITHOUT sacrificing depth, but I'm not sure there's a whole lot that can be chopped.
If I'm being too abstract, lemme know.
Yeah, a lite version mirror match isn't a bad idea. I must admit though that designing and therefore manufacturing extra components used only for your first few games sounds like misplaced time, energy, and monies.
All I know is that Suit Up doesn't really build up in complexity as the game progresses, unlike most games. It doesn't become less complex either since new pieces and mechanics aren't introduced as it continues. It's more resource management and predicting what your opponent does.
I can't really think of many games like this. Can you guys?