With the Prologue ready for testing, I jumped in and did the first run through to see where the theoretical failed and the real game began.
Tag: playtesting
With the name Valor: Bloodlines set, I feel like the game is gaining legitimacy in my mind. The concepts are coming together and I’m going beyond core mechanics to the actual shaping of the game and its overall narrative. I have the sketches of both the beginning of this adventure and its end in mind so I’ll begin with the game’s prologue: The Witch Hunt
So there we have it, the working title of my monster hunting game. I’ve been gravitating towards “Valor” for some time but felt like the name needed a little so a subtitle was added. I actually got the idea because of what I wanted to touch on today: death.
With a lot of the basics out of the way, I put my Monster Hunting game to the table to give it a spin. I have the outline of the scenario for the Werewolf mission and enough small tests to understand the combat mechanics but it is different seeing it all come together.
We’ve seen how the hero will operate in my game so now it is time to take a look at how the enemies behave. In solo games that I’ve played, I usually see two extremes where either the enemies have a very simple “seek and destroy” routine or highly complex set of routines that are “if-then” dependent or randomized in cards or the App’s operating system. I think both can work well but it depends on the game’s other factors to see it come together and make for a great game experience.