★ TouchArcade needs your help. Click here to support us on Patreon.

Meteorfall - Roguelike deck builder

07-04-2017, 07:53 AM
#11
Quote:
Originally Posted by baconcow View Post
Great influences. Art direction is nice. Will keep an eye on this.
Glad you like the art! I'm working with Evgeny Viitman (Behance Profile) and I found his work by accident while browsing Behance. His "Thieves Tower" portfolio was what really sold me on his work.
07-05-2017, 04:50 AM
#12
Quote:
Originally Posted by slothwerks View Post
Glad you like the art! I'm working with Evgeny Viitman (Behance Profile) and I found his work by accident while browsing Behance. His "Thieves Tower" portfolio was what really sold me on his work.
It is interesting art. Reminds me a little of Miracle Merchant, quirky but with great detail. Are there any videos showcasing gameplay?

07-05-2017, 10:46 AM
#13
Sounds great! Let us know if you need beta testers!
07-05-2017, 06:50 PM
#14
@baconnow - Not yet, but soon I hope! Evgeny (the artist) is going over the current implementation and giving me some feedback on it. Once that's done, I'll clean it up and share some videos.

@jackiemac - Definitely will need some testers when it's done, I'll be sure to post here!
07-11-2017, 10:49 AM
#15
I addd a new blog post about how spells work in Meteorfall, and the different design iterations I tried before finally settling on the current system. An interesting look at how hard it can be to 'get it right' for game systems on the first try, and why iterating on your design is important.

https://meteorfallblog.wordpress.com...in-meteorfall/
07-11-2017, 02:30 PM
#16
Joined: Jan 2009
Posts: 2,258
Quote:
Originally Posted by slothwerks View Post
I addd a new blog post about how spells work in Meteorfall, and the different design iterations I tried before finally settling on the current system. An interesting look at how hard it can be to 'get it right' for game systems on the first try, and why iterating on your design is important.

https://meteorfallblog.wordpress.com...in-meteorfall/
I think an interesting potential side effect of the charge system you settled on is that burning the charges of a given card early and winding up with a card with no charges cluttering up your hand at a critical moment could be a big deal. Maybe a spell defaults to a basic attack in that instance? Either way, it's an interesting mechanic, and as you said, simple to understand.
07-11-2017, 11:36 PM
#17
Quote:
Originally Posted by Misguided View Post
I think an interesting potential side effect of the charge system you settled on is that burning the charges of a given card early and winding up with a card with no charges cluttering up your hand at a critical moment could be a big deal. Maybe a spell defaults to a basic attack in that instance? Either way, it's an interesting mechanic, and as you said, simple to understand.
Yep, that's the idea! It creates an interesting tension when using spells. I REALLY like the idea of spells that do something when used with 0 charges - will definitely keep that in mind. I wanted to create some 'battle mage' type cards that players could build their deck around, and having a spell that does something different when fully depleted could be a good fit for that kind of deck.
07-12-2017, 11:21 AM
#18
Joined: Jan 2009
Posts: 2,258
Quote:
Originally Posted by slothwerks View Post
Yep, that's the idea! It creates an interesting tension when using spells. I REALLY like the idea of spells that do something when used with 0 charges - will definitely keep that in mind. I wanted to create some 'battle mage' type cards that players could build their deck around, and having a spell that does something different when fully depleted could be a good fit for that kind of deck.
You could even have spells that are more powerful than one might expect, but have a negative affect if drawn without charge (like an exhaustion mechanic, or the like). A spell that summons demonic power (if such a thing exists) could leave you tainted by it, etc. you get the idea.

If spells have different numbers of charges, that also could play into choosing what to add to your deck. Do I take this really powerful spell with the single charge or this more modest one with several. And THAT choice could depend on overall deck setup. You probably wouldn't want that powerful spell in a lean-running deck, but it might be useful in a bigger one.

At any rate, in my limited experience with design, a good idea leads to other. From that standpoint, I'd say you've made a great choice.

Looking forward to hearing more as things progress!
07-15-2017, 03:25 PM
#19
Quote:
Originally Posted by slothwerks View Post
@baconnow - Not yet, but soon I hope! Evgeny (the artist) is going over the current implementation and giving me some feedback on it. Once that's done, I'll clean it up and share some videos.

@jackiemac - Definitely will need some testers when it's done, I'll be sure to post here!
Hope to be part of the test.
07-16-2017, 10:00 AM
#20
Quote:
Originally Posted by baconcow View Post
Hope to be part of the test.
I'll definitely be going back through this thread and reaching out to people that expressed interest in helping to test.

Shared this on Twitter yesterday, but one of the new designs for the 'Cultist' enemy - definitely one of my favorite so far!