Category: Games in Progress

These games are currently in development.

Better Bugs

Arachnid Version #4

The last playtest was very constructive. The game flowed like an old engine wanting to start but sputtering to much to really get going. The problem turned out to be a wonkey turn rhythm. The heart of each turn is simultaneous play which seems to flow well, but each turn begins with a purchasing phase based on turn order. This disrupts the flow and takes the players right out of the immersive theme of the game. I yanked this part out and tossed it aside. In version #4, the purchasing is triggered individually with an action card, just like all the other actions. Turns should be simpler and more consistent now.

Another problem was the turn order token which is periodically passed from player to player. It was awkward, disruptive, and didn’t work well. I tossed that into the scrap bin as well. I’m working on a player order randomizer which can be implemented whenever required to resolve the order of playing actions. It will be pretty slick once I figure out exactly how to do it. Meanwhile, players can just draw colored tokens from a bag to determine play order.

The worst of the problems was the excessive randomness in the game. You could be doing everything right and still get beaten down by random events. There were actually four randomizing elements in the previous version. That’s enough to ruin anybody’s day.

Players drew random tiles from a bag to build their web, some of these provided much needed food, and others did nothing but expand the web. Draw too many of the latter and you’ll end up starving. This was not acceptable. The tile placement should be a decision point, not a punishment. I eliminated the bag, modified the way potential food points are implemented, and stacked the tiles in front of the players so they can choose which tiles to use. This even allowed me to implement a new headwind mechanism which I will describe later.

The second randomizer was the rotating action card market. This did nothing but handcuff the players. The economic constraints and the new card which allows you to buy or sell only one card is more than enough to mediate the market. Having a limited choice is not necessary. Having all the card types available (but in limited supplies) also helps promote asymmetric play and should make the game more fun.

The random draw bag containing the food and special events is definitely staying in the game. It adds loads of tension and a fun push-your-luck element to the game. This, along with the “Wiggle Die” which is occasionally used to determine if the bugs escape from your web, should provide just enough randomness in the game to make it fun and a little unpredictable.

The last playtesters wanted more player interaction. I had already planned on doing this, once I get the game flow right, so I have done this in the latest version. I’ve added a starting card which will enable every player to mess with an opponent’s web as well as a couple advanced cards which players can buy if they want to be more aggressive.

Finally, one last flaw reared its ugly head during the last playtest. There tends to be a slight snowball effect, when one player gains an advantage. A player could possibly gain a runaway lead and be un-stoppable. Rather than a blatant catch-up mechanism, which might seem contrived, I decided to implement a headwind mechanism to deal with this. In version #3, as each new spider was added to the web, an additional maintenance cost was un-covered, increasing the overhead costs of the web. I took this one step further and added an additional maintenance cost under the seven stacks of tiles in front of the player, This will hopefully slow down the run-away leader just enough to keep them in check.

The costing of items is currently seat-of-the-pants guessing. I plan on focusing on this once I get the game flow right. You can’t tune an engine until you get it running reasonably smooth, so the accurate costing of actions and other components might have to take a back seat for now.

I hope all these changes have the effect I desire, but that’s what testing is all about. Fingers crossed on version #4. You can check out the TTS prototype here:

https://steamcommunity.com/sharedfiles/filedetails/?id=2554703613

Feel free to comment or drop me a line.

Even More Buggy

Arachnid Version #3 – 3 Player Mode

The game is coming along quite nicely. The first playtest didn’t go, down in flames as usual. The worst that happened was that one player got a bit bored, and the mechanics and components were much too fiddley. This is all fixable, especially with the great feedback I received.

I started by reducing the board size to encourage more engagement (less boredom) amongst the players. The action selection system evolved into a mechanism much like the one used in Concordia. I added the ability to play two cards if they interact with each other so it wouldn’t be a total rip off of the Concordia card mechanism.

Drawing the food tiles out of a bag turned into a neat push-your-luck mechanism. I originally planned on using a die, but threw the tiles into a bag because I didn’t know how many faces I would need. It turns out to be a pretty nifty push-your-luck mechanism if you draw them all out one at a time, then refill the bag when it’s empty. I added the “Wiggle” tile to simulate the potential bug escapes as well as the Swarm and Storm tiles which have drastic effects on game play. If the storm comes out early, it’s a free-for-all as players built their webs as fast as they can before the bag is replenished and the storm risk increases again with each tile pulled. This bag has also simplified all the awkwardness of the earlier implementation of all four of these mechanisms, random food selection, escaping bugs, periodic swarms of bugs, and the occasional storms that come along and damage your frail webs.

I’ve switched to simultaneous play with a turn marker which is just used to resolve conflicts. This will speed up the game quite a bit and provide a simple programming aspect to the game. (One of my favorite mechanisms.) I’ve also modified the game set-up and beefed up the child spider capabilities to encourage more asymmetrical play. The first couple of turns are similar but the play diverges quite quickly.

I’ve streamlined the play as much as I can and tried to incorporate all the complexity into the cards. This, I hope, will make make the game flow better, and be simpler to follow.

The next test will determine whether I have succeeded in working out the initial bugs. Even though I’ve run through it quite a few times myself, It’s hard to see all the potential problems that might arise with other players. Fingers crossed.

My next step will be to fine tune the player interaction once the webs start running up against each other. The basic gameplay needs to be fine tuned first, before we get into the nitty gritty.

If you want a peek, you can check out the Tabletop Simulator Mod Here:

https://steamcommunity.com/sharedfiles/filedetails/?id=2552783520

A Little Buggy

Arachnid prototype By Roger Meloche 2021-06-28

Arachnid
You are a spider in a small area where other spiders (players) also reside. You build your web to capture food and expand your web as you build your small spider family, while defending your web from other spiders and competing for space and control. You are subject to the elements and interactions with competing spiders as well as periods of feast and famine, so you must always plan for the unexpected. Keep your colony on an even keel or you might slip into a rapid decline, or even a rapid expansion which could be just as bad if you’re not ready for it. You win the game by having the biggest and most efficient spider family.

At least, this is the way it plays out in my head. I have jotted down enough mechanisms, systems and components to choke a horse and have begun to sift through them to build a base prototype for testing. I’ve come up with some intriguing new mechanisms which are meant to constantly push the players toward chaos as they fight to maintain some kind of control over their spider family. It’s basically an area control / resource management game with a little “Push your Luck” thrown in. Oh yeah…I almost forgot…since it is my brainchild, there is definitely a little “Take That” in the game for fun. I hope it works because it sounds like it could be really fun. I’ll let you know when it’s ready to try on TTS.

Stay Tuned!

Roger

Nova Raiders gets Facelift

https://steamcommunity.com/sharedfiles/filedetails/?id=2484637697 Click on the link to try it out on TTS

Nova Raiders (AKA Pirates of the black hole) has gotten a complete redesign, both inside and out:

  • I discarded about half of the movement rules to streamline the game
  • Introduced the “Telleport” spaces
  • Re-structured the turn order so players wouldn’t fall asleep in between turns
  • Made the dice more prominent to encourage tactical play
  • Gave it a complete graphical face-lift
  • modified the end-game to increase the tension
  • opened up the movement rules to give players more flexibility
  • and gave it a snazzy new name.

I was a bit worried that I may have broken the game with so many changes, but it played fairly well in the last play-test. I would like to thank the game designers for the time they spent testing the game and for the frank and honest feedback. I managed somehow to maintain the fun parts of the game while fixing the bugs.

Of, course there were a few new issues as expected with such a drastic overhaul. It appears that I might have opened up the movement possibilities a bit too much, making the game a bit less challenging. I also had too many restrictions on bringing new player pieces into play. My next challenge will be to increase the opportunities to bring in more components, while at the same time, restricting movement just the right amount to make things more challenging. I’m gonna have to put on my thinking cap for this one.

The next issue is the counter-intuitive scoring system. There is some type of thematic or behavioral dis-connect that I have to iron out. The system works, but seems weird. I’ve been wracking my brain trying to sort this one out. There has got to be a simple solution, I just have to find it.

All in all, it was a great test. Only about a thousand or so more to go…LOL

Black Hole Play-Tests Show Some Promise

Pirates of the Black Hole Version 9a

One and a Half hours into the play-test of what’s supposed to be a 45 minute game, the players didn’t want to quit. It’s a great sign, when the players want to see the final outcome. In fact. was doing my happy dance inside my head when this happened. The game has a few kinks at this point, but it seems to be firing on all cylinders. Happy Days!

We ran into an energy shortage at the end of the game which intensified the game-play but also caused it to drag on very very long. This can be fixed. I will introduce a deck of cards which will control the generation of energy throughout the game. The end condition has to be tweaked as well as as the number of ships for each player and a few other things. The Pirate theme doesn’t quite fit so I will be changing it to scavengers or something more suitable. It is worthwhile to spend some time on the graphics to make it more clear and shore up the theme a bit, now that this game seems to function well.

I will also introduce different types of energy with special effects, as well as reworking the dice tokens a bit. The Marauders market mechanism I planned on adding may not be a good fit for the game. I can encourage more player interaction through other means so the player negotiations will emerge more organically. This will have be in later revisions, for now I just have to fix what’s broken.

You can check out the latest TTS version here Pirates of the Black Hole.

The rules are coming soon. If you have any questions you can send me a quick email at rogerdogergames or leave a comment on the post.