Hello everyone,
have you ever considered bringing some veteran TCG or competitive game designer to the team or as external consultant?
(Similar to what Valve did.)
Is there something in Homecoming, what turned out very differently than expected before release? For example order mechanics seem to have far reaching consequences like game flow, insane combos etc. Or maybe Artifacts, or lower card numbers or something like that?
Speaking about orders, what was behind decision to make orders unlimited (I mean issuing unlimited number of orders per turn)? Aren't you afraid, that it can get way out of hand when you bring more and more order cards in the future?
One of the things I love about HC is the new graphics, especially card design. But there is one thing I also don't like and that's that leaders and cards merge with background. Do you plan to make cards on the board and/or leaders stand out more?
If you (or Gwent team) could choose one thing that they could bring to Gwent instantly and without worrying about any resources, what that feature or "thing" would be?
What is your target audience for Gwent going forward? Is it more about casual or competitive players? Lets say you would need to do design decision that cant please both, what side would you prefer?
Based on observation of recent (and not so recent now
![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
) updates, it seemed you wanted to go a bit casual, but maybe its something you would like to change?
Thank you
and I apologize for so many questions, I hope you guys find time for at least some of them!