We have a new demo with a new main game mode...and we think it is pretty good! We’ve changed the main game mode to fix some issues we’ve had with pacing and scale of the gameplay.
Full notes
Full AHOD: All Hands on Deck! update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes2 additions3 changes0 removals
Gameplay
Maps
addedWe have a new demo with a new main game mode...and we think it is pretty good!
changedWe’ve changed the main game mode to fix some issues we’ve had with pacing and scale of the gameplay. The main game mode changed in 3 main ways: 1) Smaller Path Systems 2) Zones 3) Portal keys.
changed1 . Smaller Path Systems This allows us to focus on smaller region zones with the ability to to be scalable in a way that was not possible before. Previous map size was a little overwhelming and reduction to size makes planning your voyage feel more strategic.
changedZones In addition to smaller path systems we also have made each system contained within in its own zone. As the player goes from zone-to-zone, this will allow us to tweak the global rules to keep the format fresh and exciting with each play. Re-playability which has always been at the core of our game design and the core of roguelikes.
addedOther new developments: New Cards Building up the deck building itself! More on this next post.
AHOD: All Hands on Deck! changes
addedWe have a new demo with a new main game mode...and we think it is pretty good!
changedWe’ve changed the main game mode to fix some issues we’ve had with pacing and scale of the gameplay. The main game mode changed in 3 main ways: 1) Smaller Path Systems 2) Zones 3) Portal keys.
changed1 . Smaller Path Systems This allows us to focus on smaller region zones with the ability to to be scalable in a way that was not possible before. Previous map size was a little overwhelming and reduction to size makes planning your voyage feel more strategic.
changedZones In addition to smaller path systems we also have made each system contained within in its own zone. As the player goes from zone-to-zone, this will allow us to tweak the global rules to keep the format fresh and exciting with each play. Re-playability which has always been at the core of our game design and the core of roguelikes.
addedOther new developments: New Cards Building up the deck building itself! More on this next post.
We have a new demo with a new main game mode...and we think it is pretty good!
We’ve changed the main game mode to fix some issues we’ve had with pacing and scale of the gameplay. The main game mode changed in 3 main ways: 1) Smaller Path Systems 2) Zones 3) Portal keys.
1 . Smaller Path Systems This allows us to focus on smaller region zones with the ability to to be scalable in a way that was not possible before. Previous map size was a little overwhelming and reduction to size makes planning your voyage feel more strategic.
Zones In addition to smaller path systems we also have made each system contained within in its own zone. As the player goes from zone-to-zone, this will allow us to tweak the global rules to keep the format fresh and exciting with each play. Re-playability which has always been at the core of our game design and the core of roguelikes.
Portal Keys Find the key to open the portal to the next zone. We found that this classic game design mechanic worked really well with our systems and thematically was great for a pirate treasure hunt.
Other new developments: New Cards Building up the deck building itself! More on this next post.
As always, a big thank you to those who have cheered us on and given us feedback throughout our development.