Last week we detailed a failed attempt to completely remove speed from Aethermon’s mechanics. This endeavour resulted in a complicated system where each move neatly fit into one of six priority tiers: 6. NPC (Q)uick moves 5. Player (Q)uick moves 4....
The last few weeks we have not posted a blog but instead shared gameplay videos over on our facebook page. While most of those mechanics remain current, there has since been one significant revision. Speed. The core design philosophy of Aethermon has been to recreate...
Okay so this is following up a post from… 3 weeks ago… which was following up a post from 3 weeks before that… We were discussing situations where I had poorly designed some high value battle cards (moves) from Aethermon so that they were only valuable as part of a...
Last week we mentioned the problem of increased shipping costs worldwide. A fellow game maker was recently generous enough to share their numbers in a Kickstarter post to their backers, showing that since their original quote received in 2019, recent re-estimates have...
With any major undertaking it is normal to set deadlines for oneself…and then to blast right through them. Aethermon is no exception. We started this project expecting it to involve concept, design, playtesting, evolution, and eventually launch.Oh, what simpler...
Picking up from a couple of weeks ago we pointed out the potential problems created when an Aethermon’s most powerful moves are exclusively useful as part of a combo. We’ll highlight an example of when I made this error and how the situation has been resolved. ===...
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