Nunc's Comprehensive Design Feedback
Long post, but I'm straight to the point in every issue and I think all are important to mention, hopefully making it interesting to read.
What immediately appealed to me in the game was the variety of quests and investigations as well as the strong effects that good fortunes and foul fates had on the game. I kept coming back for more, even though it took a long time to find players, and how difficult it was to understand what were the best decisions to make each turn. However, it was only about after my 4th game that I felt I REALLY understood what was happening and I REALLY wanted to play more. You have started a very interesting game here. I really want it to be as successful as it can be, and feel that, in its present state, it would disappoint many new players unnecessarily.
As I kept trying hard to understand the game, and winning or almost winning all games, I felt like I had valuable feedback on how to improve the game, for new players and in general. First impressions are really important, it's telling you how new players will see the game, and I realize some of this might not make sense to an experienced player or developer, but there are an important number of issues that new players will encounter before knowing how things work.
GENERAL/IMPORTANT PROBLEMS & SUGGESTIONS
- Enable more players to test as well introduce a
SINGLE-PLAYER / SANDBOX mode, no need for you to develop AI, just make solo games possible, at least only during Beta for testing purposes, where the game finishes in the same way, when the main goals are completed. I'm not asking for offline mode, just a way to actually play the game when noone else is queueing. Quite a few players are waiting around or asking other players to leave if they to keep testing things, so they are already doing. Considering we have to click "Public game" at start, it seems you can make a new button there for solo. However, I'm guessing there's a priority to test the multiplayer and matchmaking systems so you don't want to put that in first, but please try and if then too few players are joining multiplayer, just remove it.
- There is
no compensation for the disadvantage of not starting the game/turn first. Many times the player who starts his turn first can finish the goal first even if opponents do it on the same turn, and that will still count for a better result and place him as the winner of that game. This is a real problem because starting first has many advantages, like less obstacles on the map, and the ability to decide where to place more obstacles, which can make it worse for other players throughout the whole game. This is inherently based on randomness, and can be exploited by expert players which makes it unfair while a compensation system is missing from the game (and/or different score results where "finishing first when you started first" might count less).
- It would be useful if you could
highlight the names of locations you have quests or investigations in. Looking at the map and trying to find the locations you need to go to is not as awesome as it could be, and can actually be unpleasant. If you have to do several quests and investigations, there should be a way to make it nicer to plan ahead which way you will go. Another important problem is that
when picking quests you can't look at the map to see how far locations are between each other and decide on the most appropriate course of action. You are also not even able to click the "i" button to check your current character's resource change rates, especially important when you're given a choice between colors on those quests, which immediately puts new players at a disadvantage and confusing them for their first games until they're able to check that information and are able to remember some details for their next choices. Even then, since you can't actually check when you choose, you always have to guess, which to me feels awful!
TUTORIAL - GAMEPLAY FEATURES THAT NEED CLEARER AND BETTER EXPLANATION
- The tutorial introduces concepts in a fairly organized way, but there's too many features to remember. These days, people prefer to learn new games while playing them, not by reading a rulebook (of course, a lot of people prefer to read the rules first, but I don't feel it provides for the best experience especially in a computer game). A huge improvement would be to
reduce the initial tutorial to the main concepts and win conditions, introducing their "logic" first (in general language) so that it's not so difficult to wrap your head around these new terms. After reducing that first tutorial, put as much as you can into a
second tutorial, that simulates an actual game, walking you through how and when to use your abilities during a turn, what is on the map and how to interact with it in order to achieve objectives, what causes you to go into battle and how to prepare for it, etc. Highlight and use arrows as much as possible. This would be a lot more effective.
- The VPs aren't actually more important than side quests, which also aren't more important than main quests. At the start of each game you and your opponents can pick 1, 3 or 5 , but for the first games I didn't even know that it meant
MAIN QUESTS as the main goal for that game, which determines how long you'll spend playing that session. What "ends the game" is not the VP, it's the completed main quests. So, tell the player straight away what the real goal is, and that they'll be able to decide to do more or less side quests to get VPs, but that doing so can get in the way of ending the game, so that you need to balance the extra VPs you can get from side quests with how fast you or other players can finish the game by completing the required 1/3/5 main quests. This was unclear until at least the 3rd game for me.
- Leads converts into Proof at a rate determined differently for each hero. The
"resource change rates" are tucked away in a small info bubble in a corner and never explained in the tutorial... You need to at least refer players to that "i" button next to each hero portrait for more details on this. The color is never presented as their figure color on the map or referring to their quest decks. It is especially confusing to realize what Yarpen's yellow color refers to. Therefore, I think an helpful introduction would be to mention first of all that HEROES HAVE A COLOR (as shown on their figure): even though they can pick cards of any color and get any leads, "their" color converts faster into proof. Then introduce all the "i" button details. This is vital information for your quest decisions, especially since it determines how fast you get to the main win condition in the game. I only realized this logic after my 2nd game was complete. For more information on how I was able, as a new player, to understand this system,
check this post.
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War Track: possibly the most obscure feature. Since it has a specific UI that you never interact with, and the only concept you have is that something "advances the war track" you need to be clearly introduced to this in a concept tutorial. In addition, you can then explain how these show on the map: what exactly are those banners and medallions all about.
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Healing: possibly the easiest feature to explain, but given some confusing terms (explained further in
this post), I still had to test it a few times to realize how it works. You simply need to tell players that a location with a heart will heal x1, and that the Rest button gives x2. And then that each poison costs x2 heal instead of x1 (this part is already explained when it happens, so you can keep it that way or give players the full picture straight away in tutorial).
- "Decks": what is all this about "
drawing", "
discarding" and "
putting cards on the bottom of the deck"? You never really see any deck, or any card actually getting drawn from anywhere, the cards just pop into the screen. Players need to at least understand how many decks of cards there are in the game, how many cards are left in them and what happens to them, especially when they are simply not visible in the game and seem to appear and disappear all the time, so that all the traditional language of card drawing feels meaningless and superfluous in a game where there are no or not enough UI elements supporting that. After a while, you start realizing that "discarding" actually means "putting it back in the deck, where you can draw from again", and then start realizing where they go to and come from, but it's a complete mystery at first.
- Introduce the Chat button in the tutorial, possibly at the same time as the activity log.
MAP
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Map felt very small at first, and only when you understand the interactions does it feel like there's enough to do, but that takes a couple games.
- I don't remember reading that the
4 circles are simply room for all 4 players to be stationed in the same location at the same time. Also, I don't remember reading that the
colors mean you get 1 proof of that type each time you arrive there. I was very confused at what the circles and colors meant when, again, it's very easy to explain once you're already looking at it in the game.
- I still don't know why some locations have
gold/yellow borders around their circles and others don't. After quite a few games, that's pretty much the only thing that looks like it means something and yet I have absolutely no idea about.
- What is that
winged monster in Mahakam doing? It gets in the way of understanding if you're going to fight it or not.
- When you click on the
medallion to see enemies, it should tell you what region they are in. Sometimes they are just close to locations in 2 different regions, such as, for example, between Novigrad and Due'n Canell. It should also describe what is their difficulty, especially because it's not very easy to distinguish between bronze and gold frames.
INVESTIGATION CARDS
- A minor observation, but I feel these should be on the left side of the 3 decks instead of in the middle. This would be so that Investigations are right next to quests, since they often have tasks (you should just call them quests too instead of "tasks") in locations, just like quest cards. You might also even put quests and investigations together, separated from Good Fortune cards and Development cards which are circumstancial and not mostly based on locations, like quests are. During an actual game, you WILL want to play quests and investigations together, by planning your travels in the best possible way so as to benefit the most. Some Investigation cards, across different colors, also benefit from being done at the same time (with the same destination).
FOUL FATE/GOOD FORTUNE CARDS
- Foul Fate cards are NOT the same as Foul Fate tokens and ARE NOT THE OPPOSITE (no simple interaction) with Good Fortune Cards. Both these types of cards need to be explained and distinguished. It is
especially confusing when the UI has a slot with the FATE label, with a split Good Fortune/Foul Fate icon on the slot, but you only actually put/save Good Fortune cards there! Even though some Good Fortune cards let you remove Foul Fate tokens, they are essentially much more than just the counter to them.
- In fact, the main way to remove Foul Fate tokens is by actually clicking on them, and the game doesn't make this clear enough as it only says it will make you draw another Foul Fate card,
without mentioning that before you draw it, not only does the Foul Fate disappear (although you can get another from the new card), but you'll actually get to use the ability first anyway! This is extremely important! I didn't click the Foul Fate tokens for my first 3 games, thinking nothing would happen (that I'd draw a Foul Fate card while the skill still got locked), when in fact you can use them without a pre-requisite (Good Fortune cards are only a bonus way of dealing with Foul Fate tokens)! To prove how not intuitive this is, in one game I even saw a new player having almost all of his abilities with Foul Fate tokens and he didn't know what to do about them!
- When you
draw a Foul Fate or Good Fortune card, at the top it will read "Select a card to play". This is quite misleading, since you are simply reading the card for the first time and not actually being asked to make a decision right then. This is troublesome when the card can actually be used at a later time and it gives the impression you are ALREADY using its effect when in fact it will be saved.
- When you put a Foul Fate token and a
wound/heart symbol on the same ability, the Foul Fate token will not be visible at all even though it's still there. You need to either find a way to show both effects on the same ability or to prevent the possibility of stacking both effects on the same ability.
DEVELOPMENT/XP CARDS
- The Development system seems to have a lot of potential but quite lacking right now when compared to the other cards. You need to check if this design is really intended, where you can't "stack" on your hero the bonuses that the development cards give;
you will only ever be able to use 1-2 of them per battle, and only if you get the special roll on the hero dice (which in my experience, happens less than half the time). In addition to its limited use, if you consider that at least Investigation and Good Fortune cards can also give Development cards, this drastically lowers the importance of the Development action during a turn, and I tend to only ever do it once early in each game and then never again (unless it's Triss, who has clear value, more on that below).
- Still in the tutorial, explain all the different symbols for these cards: "charging" the card is one thing that you can do with an action during a turn, you can have more than one charge on each card but you can only use one of it per battle, and even then it still depends on whether you got the other symbol;
the hero dice roll symbol that determines whether you get to use a Development card that battle is different than actually charging the card, it only appears on the dice used at the start of a battle, and it's that symbol that will then get converted to ALL the symbols of attack and defense that the card exchanges for it. Again, this is all hard to understand at first, you simply need to explain how it interacts in a clearer way so that you know how it is used before you see it happening (which straight way prevents spending actions cluelessly getting too many development cards or charging too much/little).
- Even after a few games, I'm still unsure what it means to have a
"face up" or "top up" Development cards: what difference does it make and how could they be otherwise?
BATTLES/ENEMIES
- At the start of battles, the
rolling dice are too difficult to see, sometimes they even land on top of each other. Physics are nice and all, but the current version doesn't add enough immersion game for me, it's not fun or exciting, just a nuisance. Sometimes I count the dice and think I have a certain amount to spend, but, after the roll, the full results are presented with some other dice that I couldn't see clearly before. When the dice of the roll are mostly visible and not annoying, it's still always a bit of a waste of time waiting for them, since you'll get the result afterward anyway. So, please make the rolling dice easier and/or more awesome to see. I'm sure you can add more effects and put them mostly on the center of the screen so that you can really see what is happening and it "feels" better.
- When placing the dice, the whole UI feels very unfinished. First of all, the
ROLL DICE button is still visible after you already rolled, which is a bug (and has already confused me thinking the game had freezed). You need to be told that all the results need to be placed before you can continue and, better yet, you should have a
button that automatically places all the dice you have available in the right place for you. It's very slow to have to put each dice one by one, and it's even worse when you already know you won't be able to win and just want to exit the battle, because you are being forced to make choices that really won't matter at all.
There is no progression to combat, only a 1 time decision, placing dice should reflect this. Combat is, in practice, finished once you've made decisions and put available on the table all the dice you could. Dragging or double-clicking each dice is not interesting gameplay because it gets in the way. You don't need to do it one by one since there is nothing that happens each time and you can make all decisions BEFORE starting to place any of them. It's also prone to waste time and frustrating mistakes such as misclicking.
The flavor it might have loses value because it affects gameplay negatively. Waiting times are already quite long, doing anything that speeds up each part of the turn that doesn't need to be there is a safe bet. You're never told about double-clicking in the tutorial and I think all the in-game references are to "dragging", which is also confusing - new players will waste time and make more mistakes, experienced players are being told to "drag" and they know they should "double-click".
- You should be able to
put the dice back out, because currently if you make a mistake (if you want to convert 1 attack into defense for example), you can't go back and correct even though you didn't click on End yet.
- The aftermath of battles gives insufficient indication about what happened. If you actually win on either attack or defence, it still produces the same sound given to defeat in both of them.
- Striga is insane, at 6/5. But I guess that being the first main monster you see in introduction cinematic to the very first game, she deserves to be "special"... Still, I haven't yet found a way to beat her, even with all Development Cards, unless I used (on Triss) Amulet of Power 2 times in the same battle, along with a lucky hero dice roll, using 3 preparation charges. But if I had used up 2 charges on the Amulet before, Striga was unbeatable (and you can't charge the Amulet, which makes sense to me, or it would be too powerful).
CHARACTER BALANCE
- The
differences between characters can be extremely confusing, which is part of why people want to see what opponents are doing and seeing how they compare. So far those differences also don't seem balanced, they are just different and possibly will need tuning. We
need to be told what the philosophy design between these differences is, because it's a very bad experience when you have no clue what you're doing, if it will be any good and if you're being effective or not.
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Yarpen might be imbalanced in his resource change rate when the other characters can't avoid picking their worst (7) color for leads (Yarpen's total cost for 1 Proof of each color is 13, other characters need 15). It has indeed happened to me (on Triss) that both of my first quests had the worst proof (red, 7) as a requirement in both of their main quests. So,
I needed 10 leads and had to play against an opponent that either needed 8 or just 6, almost half of mine. He finished the game very fast. This places characters at a serious disadvantage for entirely random reasons that are still based on card design. Please make sure that they aren't put into that severe situation.
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Yarpen could also become the favored class considering his 2 additional wound slots and very strong weapons. However, his Command ability sounds interesting, with the choice between companions, but in execution seems quite lacking, I almost never use it for the same reason as I do on other characters, for combat. If this is intended, again, please let us know what your thoughts are (it would be understandable if the point is that he has some default bonuses that should get him through combat without Development cards, then I would prefer that it was established that those are the trade-offs in place for him (I love dwarves as much as anyone else, but I want a balanced game).
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Triss has an overall clear and rewarding system for her XP/Development cards: your hero ability gives a charge to any single Development card and you can pick one of them to use each battle, if you get the dice roll. This is a fine system. However, Triss cards are lacking in number (only 8 total), variety and combinations: there's cards that give you 2 of attack or defense, which is strictly worse than the card that gives 4 for the same cost. Therefore, better combinations and tradeoffs should be available so that one isn't the clear winner, unless you wish to keep the ability to use up the charge on the worst card but never charge it again once you have access to the better one, since you can put multiple charges on the same card.
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Geralt is constantly put into battle (as part of the battle-oriented red investigation cards, but it gets tiresome) and
Dandelion seems to have really weak development cards, most consisting of a single bonus to either defense or attack. At least both Dandelion and Triss have development cards that are exactly the same (doing the same for the exact same cost, being the same type, only thing that changes is the name), like Meteor and Alzur's Thunder...
Last updated: 7/August/2014