This is a post about the design and development of a currently unnamed Shipwreck Game. You can see the other Blog posts at the Index for the Game.
Carrying on from my last post, and the idea that I should complete the final game of the campaign and work backwards, I completed prototyping all 24 villain/reward cards I needed for the final battle.
Playtesting with All the Cards
I gave them all the specific actions and rewards, and ball parked in the combat values, figuring I would adjust them during some playthrus. And then I ran through some playthrus.
It did not go well.
Turns out, even if you have some idea of where you are headed, you can’t skip to the ‘Happily Ever After’ and fill in the road map later. Or at least I can’t. So, I went back to game 2, and got that working reasonably well. Then I played through a few different variations of Game 1 followed by Game 2, and it seems I have something that builds okay. Maybe a little too fast, but I’ll play it with a few people locally then make it available for anyone to try.