1.4 - Iterating on Early Feedback
Thanks a lot for the early feedback! ๐๐๐
Before what's changed: I have to be honest with you guys - I switched from paper prototype to google spreadsheets for tables, to google doc for rules, and the starting content was A LOT more descriptive.
See below:
But I really really wanted to fit the whole game in 1 maximum 2 sheets of paper.
So the design challenge I'm currently facing is:
1) are the rules clear enough in this format?
2) can player imagination work out what I initially intended to be descriptive content?
3) are 50 momentum points too much? Is it an easy win? Would it work with 30? 40?
Here's what changed:
- fixed misalignment between some labels eg. "Weapons" / "Sword Styles"
- added instructions in the table headings ex. "Skill - use once per combat turn" for Sword Style table
- changed "<3" to "Life" to better communicate how many dices a Mid-Boss should fight (and die) with
- cleared that the sequence of rooms is present on the bottom of one side of the rulesheet to be used as reference for the type of rooms
- reviewed the combat example to show how the enemies are generated since the beginning of an "Enemy" type of room
Files
Get HDT - He Dies, Tonight
HDT - He Dies, Tonight
A solo print&play roguelike tabletop about a Samurai getting revenge.
Status | Released |
Author | LucaBarboni |
Genre | Fighting, Action |
Tags | Board Game, micro-rpg, Ninja, Print & Play, Roguelike, Roguelite, samurai, Solo RPG, Tabletop |
More posts
- Not really a Devlog - but listen to thisJun 16, 2024
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