
#33 - Iterative Prototyping and Tabletop Transposition With Charlie Cleveland
Game Developer Podcast
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The Importance of Open-Miniature Thinking
We had two stats for the longest time because this idea is like, we're kind of doing what Hearthstone did for Magic. And it worked really well for a long time, except that level of simplicity, basically two stats, health and attack. That's just, it became so clear after we launched in early access that was just too simple. It felt more like a card game than a miniatures game. These units have to feel rich. They're characters, they're detailed, people are spending a lot of time painting them. The hard part is when you're like at an eight out of 10, you know, it's feeling pretty good. But yeah, I would say. Trying
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