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7DRLs / Re: Into the Darkness (7DRL 2015) SUCCESS!
« on: April 13, 2015, 05:45:51 PM »Quote
By gruelling I mean it felt like a chore at times. Not hard, just time-consuming.
I'm interested in what about the time consuming part made it a chore rather than interesting. Was it because the UI made choosing cards annoying or the fact that you have think about which cards to choose each battle since the pack/enemies make each encounter different? I was hoping the latter aspect would be fun because games where you just repeat the same actions for 90% of monsters can become quite tedious for me. The fun part of games for me is where you have to carefully plan your next move, so the design of this game was based around that aspect.
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In general I think the hand mechanic could be designed differently to make it maybe more balanced and manageable. Have less cards for the player to choose from, but more balance in their consistency and more ways to interact with them. For instance you could categorise cards into attack/defence/healing/utility and have a hand size of 6 but make sure each turn there is at least one of each type. Amongst the utility cards you could have one that powers up the next card played (in effect playing that card twice in a row).
Yes the overall balance wasn't what I'd planned at the start. You only had a handful of cards at the beginning, but like you say if you end up with all utility and healing cards then you can't actually kill anything so it all depended on luck.
I think I'm leaning towards removing area attacks/healing/utility abilities from cards completely and delivering them in some other method that you can combine with the card mechanic.
I like a lot the idea of a card powering up the next card.
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One other idea is to have the number of cards you can play in a turn dependant on the number of surrounding enemies - it could give a reason to deliberately get numerous enemies together.
I've designed a fair few abilities that give the player an advantage when surrounded by monsters, hoping to get time to put them in soonish. There's a few there already such as Bravery that increases your attack for each monsters greater than 1 that surrounds you. The ones there though need improving though I think.
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As for running out of cards entirely, why not just disallow it? When the deck runs dry it just reshuffles. The challenge is still in making the most of your hand and trying not to die.
Actually this was my original design. Unfortunately I realised that if you have non-optimal cards you can just use them up and wait for the good ones with no penalty. Also it removes the incentive to be economical with the cards which adds another layer of strategy. I realise the current system isn't perfect though so I'll have a think about how to improve it.
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I'll add that some repositioning/mobility cards would spice things up a lot. ATM aoe cards are really hard to use due to the way AI moves.
Yeah I agree with this. Also the fact that the area attack cards use up one of your possible 3 cards that turn means that they always seem to end up underpowered.
Thanks for all the feedback!