Friday update after returning from vacation!
Not a huge amount to report; game testing for Holy Press never occurred (Despite finishing all the components, and getting some ideas for an alternative victory condition that would be a bit less swingy/exploitable).
The testing for Ruin also didn’t physically occur, but a good lesson was learned. The feedback was that the game mechanics had some solid promise, but there were some really good suggestions regarding the stacking system and making it more interesting. In addition, a key point raised was to make sure the base game was fun and smooth to play, and then adding in Legacy elements.
I had been so focused on the legacy aspect covering the bumps in the base game that I’d lost sight of a key tenet of Legacy game design: the base game has to be fun to play, especially since most Legacy games have a “final” board/gamestate that in theory you should be able to continue to play and enjoy that final state as much as you would any other game.
Next order of business with Ruin is to revise the core game to be fast, tight, and enjoyable. However, Ruin is taking a backseat to Mistgore as I work to revise the rules for that and get it ready for playtesting. I’m also going to see if I can convince some of the local gaming groups to sign on for a playtesting group, since not only will that give me a chance to get regular and vital playtesting done, but also help enable others with game designs to do the same!
Until next week!