2017-11-15

The Invasion Plods Onwards

What with one thing and another it has been a good few weeks since my last playtest of Invaded, and this was a bit of a two-edged sword in that it was good to have a bit of a break and clear my head of a game that I had been becoming a bit too close to, but conversely, getting back into the swing of things took some real effort.  Two of my local playtesting pool came along and joined me for a run of the latest iteration of the game, with a couple of very minor tweaks since last time. 

I have been thinking lately that the game seems to have more or less the shape I want for it, and most of the elements are basically OK, but we've been having difficulty with pacing and the length of the game.  Specifically, in several test plays we have seen the game ending in a way that left everyone thinking that they hadn't quite played long enough to get strategies up and running properly.  So my tweaks were mostly an attempt to make the game give players just a few more turns and to have more opportunity to execute a strategy.


This particular play went amazingly well.  Play time was almost exactly an hour, one player got a comfortable (actually too comfortable, but that's mostly a number balancing issue) win, with the other two of us both feeling that if we had just had another couple of turns we'd have done a lot better, and possibly even won.  There were a heap of balance issues, but the flow and feel were all pretty much what I wanted, and I ended up with a good pile of notes from in play and feedback from afterwards.

The thing to recognise at times like this is that one good play doesn't mean that the game is done, but it shows that the game can be good.  What remains is pretty much to look for all the problems and do everything I can to make those good plays happen every time rather than occasionally.

I would like now to start moving the testing and development into a new phase.  I have been joining in most of the plays so far, but while this gives me a good feel for the game and how it feels to play it, it means I can't really observe the other players and the flow of play quite as well, so I plan to sit out and watch more often.  I also need a combination of a pool of experienced players repeatedly playing (I have a few fine people here who can help there) and a few more newbie groups to play the game for the first time or two.  Overall, the emphasis now has to be on hunting down those imbalances and broken elements that I haven't been worrying about so far; the game has its shape, so I don't want to make major changes at this point.

I also probably need to find a new name for the game.  The current working title, "Invaded", does seem to be a sticking point for a few players who go in expecting a combat game, which this most definitely is not.  It's only a working title, but it has been problematic.

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