This play test buddy works wonders for my game.
In the past, he already offered insights in crippled mechanics. But last time was almost a miracle in my opinion.
I have made, once again major changes to the game that look like notching. But have a big impact on the entire game. At least, they feel like major changes. But they might as well be considered small changes to other players.
How do you guys feel about having such a buddy?
I know that friends and family are less honest about things. But it seems that I have hit a jackpot with this guy. Does anyone else have someone like this?
Down here a tldr results of last play-"test". Not that it matters much. But I like to share what he did for me.
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- Combat Formations.
Any combat formation, is now reduced to a maximum of 3. A front line, mid line and back line. No more polonaise for the longest ranges. Which looks stupid and confused new players.
The Event Cards, regarding hitting another line than just the front line make more sense now. And 3 groups of targets matches up 3 lines.
To add things up, melee weapons in the last line ARE ALLOWED now to hit their targets too. If the targets are close enough in the targeted region. So that reduces another issue to notching. Because having a ranged 2 unit in the 4th line would mean it could not fight. But in the third line was allowed. Very confusing!
- Bonus Rule.
A pain in my eyes. But I reverted it back to the simplest form now.
Range and Speed are implemented again.
This has 3 consequences.
Players are using the same numbers for bonus as for costs, for 90% of the units.
Units with many projectiles, are now considered as a set. Meaning that if an unit has 6 projectiles, you don't apply bonus to 2 projectiles. But you need to pay for all 6. And then all 6 get this bonus. This is fair towards units that have a big cannon that costs just as much.
Fast and long ranged units seemed to have a very unfair advantage in close combat. Fast units are supposed to run away, not fight. Long ranged units are supposed to have no overkill in close combat.
Despite the complexity of the game. I manage to make 2 mechanics easier to understand. And easier to play.
Have you ever thought of asking your friend if he'd be interested in working together?
That is a nice question.
We worked together in the past. We decided on a mmo game 10 years ago when we where "kids" (well, he was). Our inspiration was O-game.
My speciality was math, and his programming. We had a little over 100 players.
But lack of time on each other part lead to the end of the game 2 month's later. Glitches and bugs where deadly to the gameplay.
Perhaps, in the future, we do this again. But this time, he may come up with the idea. Just to make it more fun for him.
Right now, I design a board game. He screws up any mistake that he can find.