I am totally stuck on this Monster/City game (pictured here). Basically, originally, the monster started at the top, and worked its way to the bottom, with some potential for lateral movement. I found more and more that I wanted to narrow the city, since the lateral movement just wasn't interesting. If I turn it all the way into a single column, I have all this unused space. If there's only forward and back, why not make it side scrolling?
Alongside this, I jotted down some priorities I had for how the game should feel, and working with those came to what I'll call Monster/City 2.0. Basically, the monster Roborally-commits a number of move cards, then the city player gets one move, alternating with a pre-chosen monster move, and so on. The monster deck is "predictable" [man, that ended up being a key concept for me], and certain types of city attacks can counter certain types of monster moves, so it becomes a bit of the city player trying to outguess the monster player's moves.
I still like it, but I just can't seem to get it work right in practice. I think I have the right monster moves, but can't find city player gameplayer that hooks into it well. I'm going to run it all by Robin at some point, he may be able to jar me out of my assumptions a bit.
Stepping back, I wonder if the reason that the lateral movement felt wrong was the building thing. I had it set up in a set grid of buildings, each surrounded by street spaces. But this lead to weird choke points. I wonder if I need to reexamine that assumption to make the lateral movement more interesting. For example, do we need bridges that can serve as interesting options? Also, I wonder if my (very simple, elegant, even) morale/damage solution is really quite right. I think maybe it needs some gold-type effects along the way. And I wonder if the basic monster-can-stomp rule isn't causing some of the problems. But, I'm rambling, these are notes that aren't likely to make sense except to myself. Welcome to my thought process. Still working on this design, in any case.
Thursday, November 15, 2007
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