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ellakide

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A member registered Jul 13, 2022 · View creator page →

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(1 edit)

The rules displayed in game (v. 1.0.0-pre-alpha) currently follow these main general ideas:

1. Trick Taking: The main actual gameplay centers around trick taking. The result of each trick affects the board state in some way. Currently that is the winner choosing a System Action.

2. "Max Freedoms": Start by giving players the most amount of freedom. For example: the winner can choose either system action, with Orbit the player can rotate a ring any number of times, with Transit any number of ships can move any distance as long as the planets are aligned, there is not a set order of operations so the player could Transit then Claim or vice versa. The idea is to start this way and then try testing certain limitations to figure out what feels best.

3. Difficulty Progression: There are countless fun and interesting ways to make this more difficult and complicated, but I want to prioritize making sure the core gameplay is fun before exploring all those possibilities too quickly. My current idea for difficulty progression is to have 10 missions per System that grow in complexity and then having each new System introduce some new wrinkle or mechanic as well as a different configuration of rings and planets.

As I have begun play-testing this myself, there are numerous questions that have come up and decisions to be made at every stage, which to me is half the fun of this process. I wanted this to be a space where it is possible to discuss some of those questions and document thoughts from different play-testing groups to try and stay on the same page as much as possible. Enjoy!

I made a comment on the page but unfortunately the tutorial is bugged. But it should have pretty much everything you need to know. I would just reload the page and play. :)

I think that would be an interesting idea to include if you developed it further! I also think that currently you can just kinda sit in one place without moving much so if you added a slower projectile that chased the player it could force them to move around more. Nice game though!

Glad you enjoyed it and thanks for the feedback! That is a good idea that I will probably try to implement once I can submit changes again.

Yea, unfortunately comes down to me accidentally turning off one game object in the version I submitted, but thanks for playing!

Great game!

(1 edit)

BUG: Tutorial is bugged. Results screen does not appear to take you back to the main menu. 

Should say: "After each successful round, you have the chance to spend your Currency on Upgrades as the rounds get progressively harder.

You start each run with 3 Attempts that carry over between rounds. The run ends when you are out.

Best of luck!"

WORK-AROUND: Refresh the page.

Thanks for the feedback! I had initially planned on manipulating their weights like you suggested and including something to make the bowling phase more active, but towards the end I decided to prioritize the tone over the gameplay 😁. If I revisit/continue working on this I will definitely take your ideas into account!

Thanks! I did a lot of that while playtesting :)