Entries from October 1, 2011 - October 31, 2011

Tuesday
Oct112011

Flash Duel--Adding Perks When You Can

Though we spent quite a while on tuning the core gameplay of the new Flash Duel, I want to talk about the idea of adding extra "perks" when possible to a product. Things that are within reach to do, and that give a lot of benefit for the amount of effort involved. Here are two that came up during development.

Portable Version?

The first edition of Flash Duel had a deluxe and a regular version. The regular version was just cards in a tuckbox with no extra components. A lot of people told me how they really, really like how portable that version was. Flash Duel is a fast game, so it's the kind of thing you could play with a few minutes here or there, and that lends itself to being in a small box like that.

The second edition has only one SKU though, meaning just one product. It's more efficient to manufacture and distribute that way, but it's also that I wanted to do a good rulebook and make sure everyone who has the game has that rulebook. It won't fit in a tiny box. But people really liked that portable version...can we put it *inside* the second edition bigger box, maybe?

There are 60 character ability cards in the second edition (20 characters x 3 abilities each). You'll need 25 numbered cards to play the 1v1 mode. So to put a portable version inside the main version, we'll just need to add 5 cards that you can use as the "track" (instead of using the bigger nicer board that also comes in the box) and we'll need to add a tuckbox to hold those 90 cards. I thought it was worth it to design those 5 track cards and the tuckbox, because it adds a pretty cool feature to the whole thing: the portable version included in every box.

I also made sure on the manufacturing side that when you first get the game, all the cards needed for the portable version are inside that inner tuckbox already. That way you understand what it's for and what goes in it if you want to slip just that smaller box in your pocket.

Playing Two Games At Once?

Let's say you open up the second edition box and use the portable version to play a game of 1v1. Is there enough left over stuff that two of your friends can play a second, parallel game of 1v1? They could use the real game board instead of the 5 track cards in the portable version. With 20 characters to choose from, your friends would have 18 more left. There are enough pawns for all 4 of you in the box. So really the only thing your two friends will need is enough numbered cards to actually play. They'll need 25 numbered cards, but are there enough left over for them?

The Raid on Deathstrike Dragon game mode (more on that in a later post!) requires more than 25 numbered cards to play. During most of development, it required a total of 45 numbered cards. That means we were just 5 shy of having enough to play two simultaneous 1v1 games. It seemed that the Dragon mode was getting time-out a bit too much (when all the cards have been drawn), so adding 5 more cards to solve that would also let us include enough cards to get those two simultaneous games of 1v1 going. I think the coolness of that is totally worth adding another 5 cards to the manufacturing. So you really can play two simultaneous games of 1v1 with just what comes in the box.

In your own projects, see if you can find things with good bang for the buck, like the perks I mentioned here. Sometimes you'll realize you already have 95% of a feature if you're thinking about what would be cool for your players/users/clients.

Sunday
Oct092011

One Week Sale on Amazon

All my games are on sale on Amazon right now (for US customers), for the coming week only. Amazon actually suspends all seller accounts automatically during the holidays unless they sell a certain amount now. So I could use the help and you can use the discounts!

If you do happen to buy any of these on Amazon this week, please make sure they are from Sirlin Games. Thanks!

Sunday
Oct022011

Puzzle Strike Upgrade Pack, Part 3

I covered the non-gameplay components and the new chips in the Puzzle Strike Upgrade Pack here and here, and now it's time for the character chips. There's a complete set of 30 character chips in the Upgrade Pack, even though not all of them have changed. I thought this would be helpful for those who want to play mirror matches with the chips in the base set, such as Setsuki vs. Setsuki.

Let's start by talking about why any of the character chips are different at all. Shouldn't we not really mess with what's already been done? I think there's a value in letting things be for a while. Game balance doesn't have to be perfect, and can't be perfect, and there's a cost to changing balance stuff around. We have to consider the logistical difficulty of getting new chips into your hands, the possible confusion that might surround such an update, that any changes in gameplay in this upgrade pack take weeks or months to test and would cause a delay in working on the full expansion, and so on. It would certainly have been a whole lot easier not to change any game balance of the character chips, so with so many reasons stacked against making changes, why are there changes?

The Call to Action

It's because when a problem in a game is big enough, it demands attention and fixing. Often in board and card games, the approaches to this problem are a) do nothing and b) move on to the expansion and just forget about the base set. Neither of these strike me as what to do if you truly care about a game though. Because I have a serious commitment to Puzzle Strike being a tournament-viable game, if there is any problem in the base set that threatens that, I think I have no choice but to address it. And right now, this is the best method we have.

The main problem, which took months of tournaments to really fully discover, is that Valerie is too good. For those not familiar with the challenges we face in balancing any asymmetric game, the problem *isn't* that Valerie is the best character. That is no crime, and there is always some best character. It's only a problem if a character is too far beyond the "top tier," meaning too much power-difference between that character and the rest. As time went on, Valerie proved harder and harder to beat, dominating tournaments to the point that many players were losing interest in even competing. It's somewhat unusual that it took so long to discover the problem, and it lies in a false choice with her Burst of Speed chip:

For a while, there was an interesting tension between using the chip early (small benefit that snowballs over time) or late (big turn that might just win outright). In the end, tournament players found that playing it at the first opportunity--and usually using that extra turn to buy a Combine--was too good of a play to pass up. It's boring and really powerful. Interestingly, you might not even care about this in your games, because it was mostly a problem amongst the expert players and only after they played quite a bit. That said, if the game is degenerating at the expert level, some fix is required, so a new Valerie was the #1 goal here. Many versions of her were tried, but here's the final change. Burst of Speed is replaced with Three Colors:

Note that Three Colors is a move of hers from Yomi, and it's a series of three paintbrush swipes, each a different color. In a fighting game, it would function similarly to Fei Long's Rekkaken punches. In Puzzle Strike though, it allows her to chain together three actions...if you have a diverse enough deck to take advantage of it! During playtesting of this chip, the most encouraging thing about it was that the very best players called it a nerf (and of course it is, she was too powerful before) but some average players saw it as a buff! That's because they were not playing Valerie in a boring way before, they were trying lots of different strategies with different kinds of puzzle chips, and this new chip enables even more diverse strategies. So boringness is nerfed and fun is buffed, so to speak.

While addressing Valerie was the top priority, there were two other goals as well: address the

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