Mar 13, 2014
alchymy

Gameplay Test #1

I conducted the first gameplay test after a long time at the nearby Hainan Kopitiam at SS2 Mall with some play-testers Nicholas Tan, Ken Chan, Lum Hong Leong, Eric Khoo and Aliff Marzuki.This is the first of two planned Gameplay Tests do strengthen the mechanics of the game. Participants to the playtest were taught how to play and then allowed to play the game with minimal supervision. The 2nd Playtest session was meant to utilize the feedback from the first into a more refined version and test to see if the changes improved the game.

Two games were played at an average of an hour per game. The 2nd time around was much quicker once players were familiar with the mechanics of the game. The first game was between a mix of heroes with each player picking a hero of their liking. The 2nd game was between 6-players (myself included) and was a match between Rogues and Wizards.

Here is a list of things that were commented upon or suggestions given to develop the game further.

Players that die should probably be ressurrected as an Undead Zombie instead of just moving the Monster

This is to ensure that players have something to do AFTER they die. Perhaps players that died still earn 2 Gold for every kill they make while in undead form regardless of their team alignment.

Passing of players and Monster on the board

Players should not be able to bypass other players and the Monster on the board to ensure that the Monster functions as a block-in mechanic. Another possibility would be to give the Rogue the option to ‘Tumble’ to roll away from Monsters and other players.

Ranged Abilities for all players

Rogues should be given minor range abilities of perhaps 1 or 2 tiles to throw daggers instead of having to go melee with Warriors.

Leap / Charge

In addition to Ranged attacks, Warriors should be given the ability to Leap forward one or two squares but risk being stunned on a failed leap. Rolling beneath your Skill would mean a failure and the Warrior is moved forward but is stunned (unable to take an Action). A success would allow the warrior to move forward and make an attack.

Debuff Warrior Defence.

In game, Removed +1 to Warrior Defence and Removed Warrior’s ability to brew potions. Might reconsider returning one ability as Potions now have a risk factor In brewing and might result in being poisoned. (1 – Poisoned, 2-3 Nothing, 4-6 Succeed)

Monster Movement needs tweaking

1 – Fail, 2-5 Move 1 tile, 6-Move 2 tiles

Wizard blinks through walls.

If Wizards were limited in their teleportation abilities, it could be balanced by allowing them to blink through walls.

Wizard’s Fireball 10 spaces only

Currently the Wizards have a strong advantage over Rogues because of the long-range capabilities. Limiting their fireballs may help balance out the odds but it might also cripple the wizards.

Other Considerations

Regeneration, Moving through walls, Rogues can Evade (reroll Defence), Double Edge abilities that damage both attacker and victim.

 Next Step

The next step would be to decide if these changes are worthwhile committing to and what chain-reactions would these implementation cost the gameplay. I have found that minor changes could have drastic effects to how a game works and this is referred to as the fine art of ‘Balancing’.

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