Pat has had the fortune of recently connecting with Dave Berlin (Galvanized Studios) and Brian Stumme (game designer) for some local playtesting.
A recent run through of Goblin Toboggan shows that play time is on track, the race is faster and feels more like a race should. Dave and Brian gave some solid feedback on the card ratios and some adjustments have been made, cutting the deck down to a lean 60 cards (compared to a prior 120+). There are still some opportunities to tighten-up the 'combat' mechanics of the game, and we anticipate an improved approach being ready for UnPub mini San Diego www.unpubminisd.com on May 30th.
Last night was the first full play test of C0NTA!N3RS! It was exciting to see how other players took to the spatially related mechanics combined with the action programming system. The good news is the spatial part of the game works well, and the timing felt about right. As with any new game design there is work to be done. First step is to update the movement programming board, and then to consider how many actions should really be programmed per round. Currently, it is difficult to keep track of a long sequence of moves so programming too much at once is problematic.
Will post an action shot soon.
A recent run through of Goblin Toboggan shows that play time is on track, the race is faster and feels more like a race should. Dave and Brian gave some solid feedback on the card ratios and some adjustments have been made, cutting the deck down to a lean 60 cards (compared to a prior 120+). There are still some opportunities to tighten-up the 'combat' mechanics of the game, and we anticipate an improved approach being ready for UnPub mini San Diego www.unpubminisd.com on May 30th.
Last night was the first full play test of C0NTA!N3RS! It was exciting to see how other players took to the spatially related mechanics combined with the action programming system. The good news is the spatial part of the game works well, and the timing felt about right. As with any new game design there is work to be done. First step is to update the movement programming board, and then to consider how many actions should really be programmed per round. Currently, it is difficult to keep track of a long sequence of moves so programming too much at once is problematic.
Will post an action shot soon.