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Thursday, November 13, 2014

11/13 Playtest (v2.5)

In addition to the further adjustments that were made to each army and overall tweaks to specific units (Generals/tank movespeed/etc), the playtest Dave and I conducted just now also integrated a few more elements that we plan to be in the final build:


  • Dynamic obstacles (turn-based placement)
  • 1x1 block *only* obstacles
  • further smoothed out abilities
We discovered through this playtest that the player trades were usually pretty fair, which may always be left up to luck with the dice; but we also strongly believe that the game is getting to a much more balanced point with the individual units (at least our two factions).  The difference in tank movement speed made them much more usable in the early game, and they still can retain a large amount of damage compared to other units.  

The unique placement of the obstacles also interested us, as it made the game itself much more fun and forced us to develop on-the-fly tactics and strategies.  The specific placement of our specific obstacles made half the board on the right side impassible, but possible to hit units through (because it wasn't a straight line but rather a zigzag, and diagonal hits were possible).  Further discussions about minor balancing were tossed about, but overall the game came pretty close, and the only determining factor was a miscalculation on unit abilities.

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