Two player playtest of Planeteer exposed some interesting design challenges. Stripping away everything but Rovers and Structures mean that those mechanics must be 100% solid! #boardgamedesign#gamedesign#Boardgames
Continuing to experiment with the structures in Planeteer. So many inspirations to draw from, but finding the right fit for the game is the real challenge. #boardgames#boardgamedesign#gamedesign
Introducing our 2018 Sample kit! Featuring a super cool โGullwing Style Door!โ These are just SOME of the cool items inside. ๐Oh by the way...did we mention it can double as a TCGโฆ https://t.co/1cDNw2OGBN
Working on some balancing issues! Giving the player more control (and making their inputs less luck-dependant) means going back to the maths and making sure the game isnโt broken from the foundations. #boardgamedesign#gamedesign#boardgames#tabletopgames
Working through a new tech tree mechanic for Planeteer! Using structures and components to unlock tech, requisitions, new dice and budget increases. Hopefully this will fold the research aspect of the game into the core Rover mechanics! #boardgamedesign#gamedesign#boardgames
@RoscoSchock@CardboardEdison Here are a few things planes can drop: bombs, food supplies, water on forest fires, people (paratroopers, skydivers), and thereโs an odd story about wartime planes dropping propaganda leaflets on enemy civilians, which I always though could make a cool game!
Finally got to play Scythe! Absolutely brilliant gameplay and an incredible production! Thereโs so much to explore and I canโt wait to play again! Thanks @stonemaiergames for an unforgettable gaming experience! #boardgames#tabletopgames
If youโre struggling with your game design or looking for that next great game design read, check out @GamesPrecipice (https://t.co/t6Gk3pBMwZ). Each article is beautifully written, well-informed, and inspiring! #gamedesign#boardgamedesign#tabletopgamedesign
Iโm a day late posting about my 7th and final day of a week-long playtesting challenge. I set up a game of Planeteer about 1/2 through to focus on testing the endgame. It was hoot being able to use the high-level components and upgrades! #gamedesign#GetItToTheTable#boardgames
Day 6 of #GetItToTheTable: Today I ran a two-player playtest if Planeteer, but this time I started the players off about 1/3 of the way through the game to try to pinpoint where player progression starts to slow! #gamedesign#boardgamedesign#boardgames
Day 5 of #GetItToTheTable: today was another 2-player playtest of Planeteer. This time organising the contract cards into three tiers, helping the players focus their strategies and goals!
Day 4 of #getittothetable! I ran a two player playtest of Planeteer and simplified the tech tree to try and pick up the pacing of the game. It had little effect, BUT it made me realise that the problem may lie with the scoring system! #gamedesign#boardgamedesign