over 5 years
ago -
brettpennings
-
Direct link
Thank you! I will respond with my own stream of consciousness. Glad your first game was so close! Showdowns are usually pretty rare, but I love seeing them happen.
I'm glad we agree on only getting points for kills. I'm a big believer in design determining type of play and this was an area where we wanted to reward players who are actually participating in the fight.
From an art perspective, our wizards, like all art, are a subjective style choice. People will have opinions different opinions about it. That is what makes it art. We get a lot of compliments on it. We also get comments like "it looks like ps1 graphics". Both opinions are valid, but at the end of the day we like what we made.
There is no bonus for picking all of the same color. Mostly because we want to encourage people to experiment with different spell mechanic combinations, but also because players sometimes pick all the same color just for the novelty of it: no need to give them more reasons. There is always one more spell than there are players, so there is an aspect of counterpicking, however a lot of the counterpicks are subtle. There are also counterpicks between spell types, but more importantly, building your own combos is probably more important, or blocking someone else from snagging a combo can be equally important.
Everyone spell isn't always present each round. It's possible that one of the spells starts with a 0 quantity. It is also possible that a spell has a 1 quantity and you snag it right away, blocking anyone else from picking it. This favors players who are behind, which is the point of the draft system.
We don't have any sort of aesthetic-based "this is better than this because water beats fire" because this leaves too much assumption on player knowledge. Rather, once you know what all the spells do mechanically, you can infer counters without actually playing the game. From a design perspective, I find this to be the most ideal. e.g. Rock Block and Vanguard counter Bull Rush because you can't run through a wall/shield, however Deflect only works on projectiles so it is susceptible to Bull Rush. Another example would be picking Vacuum because you know someone else has Boomerang and will try to snag that lethal combo.
Hope that answers your questions!
Brett
I'm glad we agree on only getting points for kills. I'm a big believer in design determining type of play and this was an area where we wanted to reward players who are actually participating in the fight.
From an art perspective, our wizards, like all art, are a subjective style choice. People will have opinions different opinions about it. That is what makes it art. We get a lot of compliments on it. We also get comments like "it looks like ps1 graphics". Both opinions are valid, but at the end of the day we like what we made.
There is no bonus for picking all of the same color. Mostly because we want to encourage people to experiment with different spell mechanic combinations, but also because players sometimes pick all the same color just for the novelty of it: no need to give them more reasons. There is always one more spell than there are players, so there is an aspect of counterpicking, however a lot of the counterpicks are subtle. There are also counterpicks between spell types, but more importantly, building your own combos is probably more important, or blocking someone else from snagging a combo can be equally important.
Everyone spell isn't always present each round. It's possible that one of the spells starts with a 0 quantity. It is also possible that a spell has a 1 quantity and you snag it right away, blocking anyone else from picking it. This favors players who are behind, which is the point of the draft system.
We don't have any sort of aesthetic-based "this is better than this because water beats fire" because this leaves too much assumption on player knowledge. Rather, once you know what all the spells do mechanically, you can infer counters without actually playing the game. From a design perspective, I find this to be the most ideal. e.g. Rock Block and Vanguard counter Bull Rush because you can't run through a wall/shield, however Deflect only works on projectiles so it is susceptible to Bull Rush. Another example would be picking Vacuum because you know someone else has Boomerang and will try to snag that lethal combo.
Hope that answers your questions!
Brett