Remove Fighting Remove Game Designer Remove Playtesting Remove Terrain
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Rebalancing Cogmind

Grid Sage Games

So I reimagined them yet again, taking into account their unique targeting mechanics and what that means when fighting other bots. As is the changes are too new and we’ll have to see what real playtesting turns up. This is a pretty good example of the heavy influence interface limitations can have on game design.

Balance 52
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Garrisons 2.0

Grid Sage Games

Rampant terrain destruction is awesome, by the way ;). and not be compatible with many of the encounters anyway, since knowing which direction the player will enter from is often an important part of their design. I wrote about this factor in my recent article on game design philosophy. hacking attempts unsuccessful?),

Beta 52