Balancing a Turn

Balancing a Turn Just as it is necessary to balance asymmetrical characters; it is necessary to balance symmetric strategies and tactics available to players. In Aethermon’s case, this means ensuring that – on average and in a vacuum – no matter how a...

Exploration Mode

??????????? ???? (?????? ????) Aethermon is a game for everyone – our “Exploration Mode” allows less experienced players to enjoy Aethermon at the same time as more advanced players, without compromising the experience for more advanced players!!! “Exploration...

XG Cont

Following up on last week’s post regarding the decision to amalgamate Gold and XP in Aethermon; let’s explore some of the design decisions that needed to be made to make this concept work. ???????? ????????? It costs 5 XG to level; at the end of every turn players...

?????????? ??? ???? Aethermon has been designed and redesigned from the ground up to create a streamlined player experience. This rigor has led to an unexpected design decision in Aethermon – the amalgamation of Experience and Gold.   Certain concepts that...

Decksploration

In a previous post I explained that a turn in Aethermon consists of two interconnected phases: Movement around an overworld map  And the events that occur at the locations on that overworld map On the vast majority of turns, thos events will be either an Aethermon...

Ludonarrative Dissonance

We’re trying to tell a story with Aethermon. Most of this is done via visual assets and writing. But fundamentally Aethermon is a game, and if the game doesn’t tell that same story we’re faced with what is known as ludonarrative dissonance.   Ludonarrative...