Glyph Developer Journal: 3/20 Playtest Results
Nate is a good friend and we've played numerous games together. He was intrigued by my concept and wanted to try it out, so we cracked it open before playing a round of Android: Netrunner. My Champions: Soul Eater, Warlord, Stone Golem Nate's Champions: Necromancer, Priestess, Fire Guard Duration: 2.75 hours (improvement!) Rounds: 15 Victor: draw with one hero each (Nate was the spiritual victor at 2:25, before I double healed with elixirs) Main Issue: While time is still an
Glyph Developer Journal: 2/9 [Retrospect] - Playtest #1
This day marks the first full playtest of Glyph with an outside participant--my friend and fellow gamer, Jared. Up until then, I had tried out a few mechanics but not a full game. It went quite well, albeit long (the game clocked in at over 3.5 hours). I'll share a few insights on how it went as well as some thoughts on changes based on the playtest. My Champions: Necromancer, Stone Golem, Warlord Jared's Champions: Assassin, Fire Guard, Adept Main Issue: Time. At over 3.5 ho
Glyph Developer Journal: 1/11 [Retrospect] - Item Stash
The past couple weeks have been spent thinking up Champions and items. With this, came the need to write down the basic outline of a Champion's activation. Also, some thoughts on initiative and item storage. A few notable changes/breakthroughs: - Established base stats for current Champion lineup. - Rethinking initiative. So far, it hasn't seemed to fit. It is an added layer of complexity without adding much at this point. Trying an approach of assigning initiative at start o
Glyph Developer Journal: 12/5 [Retrospect] - Ults & Buying Items
Today marks the first official post about Glyph changes as I design and test the game (as well as a few ideas that could be incorporated into the game at some point). These first few posts will be retrospects, as all my notes have accumulated on a large .doc file (or scraps of paper in the middle of playtests) over the months. I decided it would be fun to make some of these notes public, so fans of the game could see how it progressed. Luckily, I had the foresight to date my