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Like a lot of other people here, what drew me to your came was the call backs to WoD. Plus your game seemed a lot more playable and honest than the original game (to be blunt). So go for whatever makes you a happy game design! :D


I just reread it and one thing that I am wondering about is whenever the game (as it is) can have a runaway leader effect? Or can it remain close to the end of the game?


Anyway, I love your game. All the best to you whatever you end up doing.

Thank you, Thais! I'm glad to know. ^^

About your question, sorry, I didn't understand. Can you explain it better?

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I'll try :D


What I mean by "Runaway leader" is that one player gets an advantage (knocks out some models for example) that means that the game is clearly over by turn 2 or similar, but we "have to" keep playing. Just wondering if you have ever had that experience.

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I don't remember this happening in skirmish games, but I've had something similar happen in some board games. It's pretty unpleasant.

I'm always concerned that the losing side still has a chance to fight until the end of the game. It's one of the reasons behind some of the Karma mechanics.

I'm making notes for the new version of the game. Among them, I think about making Karma more useful for the player depending on the number of their models out of play. It still needs to be tested, but I hope it helps with the balance.

I feel like there's a fine line between giving the losing player a chance to continue and "punishing" the winning player. It seems quite easy to get the dose wrong.