5.x notes
this iteration simplified the core game, making teaching it much easier, faster and more intuitive. Players enjoying the combo-ability in this iteration. Many balance issues to be addressed with keyword interactions and changes to Wounds/Overdrive/Malfunctions.
4.x notes
playtests going pretty well, most changes seem to be moving in the right direction. getting consistent feedback that the game is fun and interesting if a bit complex. some balance issues but that's expected. Primary concern at the moment is the still lingering problem of "win more". Once a player starts pulling ahead its very difficult for the other player to make a come back. everyone likes the Overdrive mechanic but its not quite enough on its own as a comeback mechanic.
stuff to try:
- [x] 4 card hand. very interesting suggestion from playerLair, without changing any costs this balances the early game because you can’t dump your whole hand into 5-cost cards right away. it also limits how crazy malfunction filled hands can get.
- [x] add shield to lane before it hits player. suggestion from aaron beedle, build tension, maybe slightly longer games, more time to work your engine? possibly allow it to be recharged (energy)?
- [ ] an always available card/ability. something similar to hero realm's class/ancestry items and abilities. could be a good way to provide defensive mechanisms without the RNG of having them in the market deck. possibly experiment with avatars with unique abilities.
- [x] two markets: gadgets and bots
- [x] structured turns (build phase, attack phase, etc)
- [ ] allow bots to move. once per turn a bot can move to an adjacent lane if that lane is empty
- [ ] experiment with lane effects being randomly selected from a deck (too RNG for a "tactical" game?)
- [ ] faction leaders, filling all lanes with 1 faction gains a powerful, unique Scrapbot
- [ ] filling all lanes gives some other effect
- [ ] change Overdrive slightly, instead of discarding, put them to the side. otherwise resolves the same. this way you have a better chance of drawing into gas.
- [ ] bots that turn into gadgets when they die
- [x] mtg, decay, when this attacks destroy it
- [ ] shuffle-builder, break out each faction’s cards. each player picks 1-2? to add to their starter deck, rest is the market
- [ ] “expendable” analogous to Shard of Infinity’s “mercenary”, fast-play an expendable card directly from the market but trash it at end of turn. cool for the yellow/healing faction to fast-play heals?