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(+1)

I dunno how well my game's gonna play out yet, haha. But I've drawn a battle map I'm happy with, written out the rules and 9 player action choices. Just the bot action table to do, which will be 6 random actions, and then playtest and most likely..... Change everything!

Isn't that always the way it goes... playtesting changes everything... or not ;)
Can't wait to see it, and more importantly, play it.

(2 edits) (+1)

For me it usually comes down to simplicity. I don't like things too complicated or tedious. Last similar game I made started with a turn tracker which gave every choice an alternative version, kept forgetting to update it and ultimately slowed everything down, but ofc when I removed it everything had to change. :P At least I started this one without that.

(+1)

Surprisingly, it played out quite well.

Only 1 thing annoyed me which I changed on the fly. And that was the movement of your "flagship" was based on a die roll. It still is, just a little more lenient.

Not all the player actions got used, but there is 9 of them and the situation doesn't always allow... But all the bot actions got used. The game had highs and lows, setbacks and recoveries. Was decent.

Gonna clarify and revise some of the table options and the rules and I think I'm good. :)