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Update 8 Test Report

Update 8 Test Report published on

(In case you’re wondering, Update 7 only really changed the internal UI systems so it didn’t really merit a test report. It did have some minor gameplay tweaks like letting players continue movement if they defeat a battle in under two turns. )

Changes

  • Shrunk map down to 1/3rd its size while keeping existing quest size intact. Lowered level cap to 5 from 15.
  • Added Quest execution to abilities (allowing abilities that create objects, alter tiles, etc) and designed new classes to take advantage of it.
  • Removed random events
  • Changes to healing (free potion refills, more potion abilities)
  • Implemented fate deck system: players draw from treasure/trap card decks to select an event rather than being determined by the tile itself.
  • Implemented EP Equipment system: single equipment slot, major effects from equipment, absorbing equipment grants EP to be spent on.
  • Single town with evolving equipment stock, random equipment is also added to the decks.
  • Monster encounters are now constant: if player B goes to the same gate as player A did, they’ll fight the same monster type.
  • Implemented rest/battle charges.
  • Simplified stats: Strength/Intelligence folded into Attack, new Defense stat that reduces neutral damage but amplifies strong damage, etc.
  • Stripped classes down to two basic classes so that future classes can use them as a base line measuring stick
  • New items, new equipment, etc to match new systems.

Test Results

Probably the worst received version of the game by testers in the entire history of the project, especially by new players. The new systems have tipped the game past the point of “incredibly confused by the wonky interface for 20mins, followed by understanding” that the previous builds had. In this version the systems are impenetrable enough that some players will just plain give up on understanding them (partially amplified by the impression that their initial fumbling has lost them the rest of the remaining game). Meanwhile the more inquisitive players who do end up figuring out most the systems aren’t exactly bowled over by the game.

Despite cutback measures game length still seems quite high in 4 player (2hr and 1.5hr games), but I’m actually pretty sure these lengths are more due to new players adjusting to the game and asking lots of questions than the game itself necessarily being all that long (the movement system also contributed to this, with the princess often ending up lying on the ground after two players exhausted themselves fighting to reach the end).

Next

Way back in Update 6 (which was March 2015) I said I was finally happy with the basics and it was finally time to move on to polish. But then we look at this update and we’re right back to a ton of new systems. It certainly started towards that purpose, with the next several months and Update 7 being focused squarely on setting up the new technical foundation for UI. But the PVP mode still haunted me with its inadequacies. The smart thing to do would have been to cut PVP and focus squarely on co-op. Instead I delved into one last major system overhaul- the primary system being that of a deck representing random events that can be manipulated by players, allowing players to tilt fate in their favor.

The result is that I’m pretty satisfied with the PVP personally now? Only in theory since I haven’t run enough tests with the same players for people to pick up the mechanics to really start using them (and really most testers don’t want to do that many sessions anymore since the game is so offputting). The closest has been with one of my longer term testers who started picking up what I was throwing out during the second test. But I can sit and do a quick test session with myself and go: ‘Yeah, This is good stuff. this is really good. Probably.’

Was it worth it? I don’t know. There’s still a lot of game to make. I like hedging my bets by having two very different modes, but the time cost is undeniable (and now an added cost in making these new things clear).

For now the big goal is to clean up the usability mess I’ve created, and hope there’s a game under there that other people can appreciate. If it turns out there is, then I can move on to the issues of adding required functionality and the rest of the content. I think we’re collectively adopting as a group more of a “Get It Done” mentality so I still feel ok about this thing despite the reception to this update. I want to push out a major update every month from here on out.