Deckbuilder
Deckbuilder prototype.
2026-03-16 Notes:
- Juice additions have made the card interactions more intuitive. Players still struggled with the "draw 2 card", but due to the difference now in the highlighting (slots and play area each highlight depending on where the card can be played), usually only struggled once and didn't have issues after they figured it out.
- Tutorial for basic "game rules" might be beneficial. "How does the queue stack resolve?" was a common question
- general bugs fixes
Core design philosophies:
- Reduce mental friction for players a. Games like StS can have scenarios (player has 18 block, 45 health, 2 negative statuses that affect dmg; enemy dealing 52 dmg) that take the player out of the game loop and require them to do math. Limited, simple math preferable - I think it breaks the immersion to require it frequently. b. All game elements should be intuitive to use, and players who are not familiar with "game design" norms (space to jump, click to shoot, ect) should be able to intuit functionality. Accessibility and ease of use criteria
- "Number go up"
- Progression system visually apparent in player actions:
- increased damage output
- increased health
- increase spell slots iv. increased turn efficiency and card output during player turn
- Progression system visually apparent in player actions:
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