Game Design | Aethermon https://aethermon.com Sun, 18 Aug 2024 14:26:25 +0000 en-US hourly 1 https://aethermon.com/wp-content/uploads/2022/12/cropped-SR1_chromaka-32x32.png Game Design | Aethermon https://aethermon.com 32 32 Aethermon 101 – XG https://aethermon.com/aethermon-101-xg/ Sun, 18 Aug 2024 14:02:46 +0000 https://aethermon.com/?p=3005 An outline of the Experience/Gold combination currency.

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An outline of the Experience/Gold combination currency.

In the last lesson we talked about the basics of battles. This time we’re digging into the rewards for a battle, and the currency system in Aethermon: Adventure

 

As you and your Aethermon adventure, you will gain XG, a combination currency that represents both Experience and Gold. XG can be earned as a reward for battle victories: you will earn a little XG in a victory against a lower level opponent, a moderate amount of XG in a victory with an opponent of the same level as you, and a lot of XG in a victory against a higher level opponent.

 

XG can also be earned through completing quests as you venture across the map. After all, battles aren’t the only kinds of experiences you can learn from!

 

In this world, courtesy of your membership as Junior Aetherren, you’ll find most items for FREE! Important items such as potions and elixirs will be refreshed every time you visit one of our AetherLegue Waystationstm! This is also an opportunity to refresh both your Aethermon’s HP and your exhausted Battle Cards, which will return to your hand.

 

Occasionally you may get the opportunity to acquire especially valuable goods like Artefacts – these will cost you XG. (Don’t worry if you don’t have any XG handy, you can always take a Minus XG token, which you can pay back at your next opportunity).

 

Aside from being tradeable for goods and services, XG can be used to power up your Aethermon! Every time you acquire 5XG, your Aethermon can use it to level up, increasing its HP and moveset!

 

This is a valuable opportunity for your Aethermon, so we’ll discuss more about levelling up in the next lesson.

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Aethermon 101 – Your Starting Hand https://aethermon.com/aethermon-101-your-starting-hand/ Mon, 15 Jul 2024 17:42:07 +0000 https://aethermon.com/?p=2983 Five cards for every Aethermon so you're never unprepared!

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Five cards for every Aethermon so you’re never unprepared!

Last lesson we discussed Star/Heart Value, a simple metric to easily ascertain which cards are more powerful (how many stars) and how much additional health your Aethermon gains when learning that move (how many hearts).

 

This time we are discussing your starting hand.

 

At the beginning of Aethermon: Adventure, you choose your Aethermon companion, and with it you receive a starting hand of five cards:

  • One ‘baby move’;
  • Two basic moves called Tackle; and
  • Two element-specific moves.

 

The ‘baby move’ isn’t very powerful (deal 2 damage to your opponent), but it has two unique properties:

  • Unlike every other Battle Card, which is discarded once played, the ‘baby move’ always returns to your hand. This ensures that you always have at least one action during battle and are never unable to act.
  • The ‘baby moves’ are the only zero-star Battle Cards in the game.

 

Although these moves may not have much firepower, they can still finish a fight early on – and leave you with more cards in your hand for the next one.

 

The two basic moves (Tackle) each deal four damage and are then discarded. Very simple. Very straightforward. These are a one-star move. Early in the game, these alone may be enough to vanquish some opponents, although not all, but by mid-game you’re going to need to be more strategic than that.

 

The two element-specific moves lean into the essential features of each element, and are thus all different, even though balanced to the same point on the power curve. For example, the Sunkissed Battle Card states “Deal 3 (P)ure damage.” You will recall from earlier that the designation (P)ure allows a move to pierce defense – Sunkissed isn’t the only Element to utilise this, but it is a big feature of their Elemental type. These are also one-star moves.

 

Finally to round things out, you may be wondering how many Health Points each Aethermon starts the game with – and despite all of these zero- and one-star moves, you don’t start the game with 21 health points. 

 

You start with five.

 

But don’t worry – your opponents also have very low HP.

 

Next lesson we’ll be going over the basics of the battle process.

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Aethermon 101 – Battle Progression and Star/Heart Value https://aethermon.com/aethermon-101-battle-progression-and-star-heart-value/ Mon, 01 Jul 2024 16:54:00 +0000 https://aethermon.com/?p=2976 A simple metric to estimate the value of Battle Cards each time your Aethermon grows.

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A simple metric to estimate the value of Battle Cards each time your Aethermon grows.

The Battle and Progression System used in Aethermon: Adventure (and Aethermon: Ascent) is designed to reproduce the experience of battling in JRPGs – albeit much easier to track, given that you AetherRen will be tracking it, rather than a computer.

 

To that end there are a few strategies we’ve taken to simplify the overhead on AetherRen. For example, almost all the battle cards are marked with a ‘Star/Heart Value’:

 

  • Star Value is indicative of how powerful a move is. Cards have one to five stars. A two-star move is stronger than a one-star move, etc.
  • Heart Value is directly inversely proportional to Star Value, and indicates how much additional HP an Aethermon gains when it learns this move. Cards have zero to four hearts.

 

Cards’ Star/Heart Value always totals five: if a card has one star, it also has four hearts; if a card has five stars, it has zero hearts.

 

This makes for an easy reference point for AetherRen to quickly ascertain stronger and weaker Battle Cards, and if you find yourself agonising over which of your choices will best benefit your strategy in the long run, it can help cut through the indecision.

 

Additionally, this works as something of a balancing mechanism. Obviously five-star moves are powerful at any point in the game, but an AetherRen choosing a five-star move too early will have to contend with the tradeoff that their Aethermon may be too weak to survive a battle long enough to pull that move off and vanquish its foe.

 

Conversely, even weaker one-star moves come with the advantage that your Aethermon gains some additional health, so that if you have been struggling to survive battles you can cover your weakness, even past the early game.

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Aethermon 101 – The Elements of Aether https://aethermon.com/aethermon-101-the-elements-of-aether/ Thu, 13 Jun 2024 14:28:42 +0000 https://aethermon.com/?p=2945 Each of the Elements of Aether has a different battle strategy. Let's learn about them!

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Each of the eight Elements of Aether has a different battle strategy. Let’s learn about them!

The most obvious expression of Elements on an Aethermon, aside from their appearance, is their style of battle. Each Element has synergies and strategies that are distinct to their members, although the exact form of expression may change for each different Aethermon family line in that Element!

 

Let’s look at how the Elements are expressed in the starter Aethermon:

 

Earthformed (Batuursa)

Earthformed Aethermon gain more and more (A)rmor as a battle continues. Often, if they can last long enough in a battle they can achieve victory just by removing their opponent’s ability to deal damage.

 

Fireforged (Sparkitty)

Firegfirged Aethermon burn brightly with powerful abilities that require sacrificing future battle cards. This can earn them victories against more powerful opponents, but requires more frequent returning to Waystations to replenish their moves.

 

Moonlit (Velvenny)

Moonlit Aethermon are the Kings and Queens of healing, frequently finding victory by outlasting their opponents. Blessed with abilities that can restore health and stamina, a Moonlit Aethemon is capable of bringing themselves back from the brink of defeat. 

 

Naturegrown (Eleafy)

Naturegrown Aethermon have powerful self-buffing abilities that increase the potency of subsequent attacks. If a Naturegrown Aethermon is able to stack enough of these buffs at once they can unleash a devastating onslaught.

 

Skyward (Cervistral)

Skyward Aethermon love flying. Most Skyward moves not only deal damage on the turn they are played, but launch the Aethermon into the skies, giving them a defensive bonus during their opponent’s turn and an offensive bonus to their next attack.

 

Sunkissed (Languravi)

Sunkissed Aethermon are the masters of disrupting their opponent’s strategy. Their (P)ure attacks cut through an opponent’s defense; while their (C)leanse attacks remove any Buffs or Debuffs their opponent’s battle plan may be relying upon.

 

Thunderstruck (Raivalp)

Thunderstruck Aethermon are all about speed. Their attacks can be so fast that they land before their opponent can act. Winning fights before incurring damage matters to these Aethermon, as they get bonuses when attacking with full health.

 

Waterborne (Aquus)

Waterborne Aethermon can control the power of their abilities, but this comes with an ebb and a flow. This means they can deal the exact damage required to win a battle, saving energy for a critical moment against a future foe.

 

Of course this is all a little hard to follow without knowing about the Battle and Progression System, so let’s talk about that next.

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Aethermon 101 – Welcome to your Adventure! https://aethermon.com/aethermon-101-welcome-to-your-adventure/ Thu, 30 May 2024 05:42:20 +0000 https://aethermon.com/?p=2915 What to expect when setting out for the first time with your Aethermon companion!

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What to expect when setting out for the first time with your Aethermon companion!

Greetings AetherRen! 

 

I see you’re gearing up for your very first Aethermon adventure! It’s a big moment in a young Aetherren’s life when you and your Aethermon companion strike out away from home!

 

And there’s a lot to discover! Before you head off, why not take a few moments to learn about what to expect from life as an Aetherren? This is the first in a series of posts introducing the gameplay and mechanics of Aethermon: Adventure – it may be just the thing you’re looking for!

 

First things first – have you bonded with your Aethermon? 

 

Your Aethermon will accompany you throughout your entire journey and will be your most trusted companion – and you must be theirs – but you only get one, so choose wisely! In case you’re unsure, we’ll look into the differences between each of the elements in the next post, which may help you to decide.

 

Since you’re working towards the Junior Championships, you and your Aethermon should prepare yourselves for battles – including with your friends! Combat uses the Aethermon Battle and Progression System, with Battle Cards to track actions.

 

But the world is much bigger than just the Aetherleague, so while you’re on your travels, keep an eye out for unexpected opportunities and new acquaintances. Some of them will help you, and some may need your help!

 

Next post we’ll be discussing the Elements of Aether and how they affect your Aethermon. Future posts will cover the Battle and Progression System, Items, Quests, and exploring the world at large.

 

Welcome to the Aetherleague!

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Intro to Battling in Aethermon: Adventure https://aethermon.com/intro-to-battling-in-aethermon-adventure/ Wed, 15 May 2024 05:29:34 +0000 https://aethermon.com/?p=2815 There are four types of battles in Aethermon: Adventure. Let's find out about them.

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There are four types of battles in Aethermon: Adventure. Let’s find out about them.

Unlike the set-collection strategy of Aethermon: Collect, our next game Aethermon: Adventure invites you to head out on an adventure with your friends – and your own Aethermon, of course! Prepare yourself for quests, dangers, and critically – for battles!

So what do Aethermon battles look like? There are four types of battles you will encounter in Aethermon: Adventure:

  • Standard battles;
  • Miniboss and Boss battles;
  • Player battles; and
  • Team battles.

Standard battles are encountered on the road, and are great training opportunities to improve your strength and skills. There are four regions on the game map, and each region will challenge you with successively stronger standard opponents for these battles. Standard opponents fight with simple attack, health, defense, and speed stats to track their prowess.

 

Mini-bosses are encountered when you fight a ‘rival’ – a new idea we’re currently working on which is less frequent than standard battles. Mini-bosses have their own limited battle moves which can be found on their battle card.

 

Bosses are encountered when you visit a dojo, and similar to mini-bosses, they have their own battle moves which can be found on their battle card. There are six dojos to explore. They represent a particularly challenging battle for your level, with multiple levels available at each dojo, and offer greater rewards for a win.

 

Player battles occur when one player challenges another. Player opponents don’t use a single battle card like mini-bosses or bosses, but have access to their full deck, just like you. Additionally, you or your friends may initiate a player battle without warning, making these some of the most unpredictable of battles! Best be on your toes!

 

Team battles are an opportunity to team up with one or more of your friends and fight especially powerful opponents together!  These are a rarity in Adventure, and mark the ultimate test – allowing both of you to strategise together, and even play your own battle moves for each other’s benefit!

 

Team battles have the additional advantage of allowing players to leverage their strengths for greater synergy – because each Aethermon element has access to slightly different strategies.

 

As to what those different strategies are – tune into the blog over the next few weeks as we profile each element to discover what makes them unique!

 

Stay ready, AetherRen!

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Announcing Aethermon: Adventure! https://aethermon.com/announcing-aethermon-adventure/ Mon, 18 Mar 2024 14:36:00 +0000 https://aethermon.com/?p=2773 This is a big one.

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This is a big one.

We know we said that our next game would be Aethermon: Ascent, the game we took to PAX Aus in 2022, but….I guess we lied*. There is still a lot of work to achieve on Ascent before it is ready for market. But it’s okay, because while we continue working on it, we’re also working on the game that originally brought us down this road – Aethermon: Adventure!

 

Way back in those heady days of early 2020, Chris wanted to make a game that captured the feeling of setting out on a JRPG adventure for the first time. We’re kids of the 90s, we played on small-screen televisions and computers in the living rooms, with our siblings wrestling us for the controls. And honestly – it was awesome! Aethermon: Adventure is just like that, except your siblings can have their own Aethermon and nobody can make you do anything – you’re a grown-up now!

 

Aethermon: Adventure is a 2-5 player competitive board game featuring simultaneous moves and a customised Battle and Progression System designed as a streamlined interpretation of old-school JRPGs. Embark on your adventure in the World of Aethermon as you strive for victory in the Aether League Junior Championship! Battle your way to the top with your Aethermon companion! Learn battle cards and help your Aethermon to evolve! Pit your skills against challenging Dojo Leaders, or other players! Make friends with the citizens of the world and help them by taking on side quests!

 

To read more, go to Aethermon.com/aethermon-adventure/

 

*You’re disappointed, we know, but we’ve been disappointing our families for years already so your guilt trip means nothing!

Get excited, AetherRen!

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The Battle and Progression System https://aethermon.com/the-battle-and-progression-system/ Mon, 19 Feb 2024 14:30:00 +0000 https://aethermon.com/?p=2767 Aside from some convention apperances this year, we are hard at work on two future Aethermon games, which share one very important feature – the Aethermon Battle and Progression System! Let’s talk about it!

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Aside from some convention apperances this year, we are hard at work on two future Aethermon games, which share one very important feature – the Aethermon Battle and Progression System! Let’s talk about it!

Unlike Collect, which has fairly abstract gameplay where players can discover the Aethermon creatures but not really interact with them, the Battle and Progression System is designed to provide a consistent interaction with your Aethermon of choice throughout your gameplay experience.

 

Think of it somewhat like a streamlined interpretation of old-school JRPGs: at the beginning of the game, you choose your Aethermon companion, and that one creature stays with you throughout the entire game, as you fight, quest, level up, gain strength and skill – and eventually, evolve.

 

At each new level you may choose a new battle card – representing your options when you enter a fight. Weaker battle cards are balanced out by an additional health bonus to your Aethermon – which means that you choose the particular style of play you prefer with any Aethermon regardless of type. Raivalp the Thunderstruck dog Aethermon might be designed to have lots of quick moves, and you can lean into that – or you can choose differently and end up with a particularly tanky little puppy that game.

 

Although emulating the JRPGs which inspired it, the entire system is designed to reduce player overhead, providing a smoother gameplay experience to players, rather than a maths challenge. Moreover, this system is compatible with multiple future Aethermon games, including both that we are currently working on, Aethermon: Ascent (co-operative 2-5 player roguelike boardgame) and Aethermon: Adventure (competitive 2-8 player adventure boardgame).

 

Look out for more information about these two games in upcoming blog posts and newsletters!

Stay awesome, AetherRen!

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Design Insight: First Player Advantage https://aethermon.com/design-insight-first-player-advantage/ Tue, 25 Apr 2023 12:40:10 +0000 https://aethermon.com/?p=2017 On one level or another every turn-based game has to deal with the asymmetries created by one player acting before another. This is often called First Player Advantage. We see this in TCGs where the second player is often given additional resources, or more dramatically in a game like Connect4 where (if played perfectly) the […]

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On one level or another every turn-based game has to deal with the asymmetries created by one player acting before another. This is often called First Player Advantage. We see this in TCGs where the second player is often given additional resources, or more dramatically in a game like Connect4 where (if played perfectly) the first player can force a win (hint: for a fair game, don’t let the first player place a token in the centre column on the first turn).

A key feature of Aethermon: Collect’s gameplay arc is the closing possibility space over time. This means that early in the game players have many options to choose from, but as the game continues the number of moves available diminishes. Since on each turn the first player is acting slightly before each other player, they (on average) are benefiting from a slightly more expansive set of choices.

  • This advantage is subtle, and often invisible. We award the end of game tiebreaks to the player who acted last in the turn order. 

If this was the only form of First Player Advantage in Collect this perhaps would be all we needed to do. However, the second form presented a different challenge.

It is very difficult to predict the exact number of turns in a game of Aethermon: Collect. As a result we’ll often see some players get additional turns relative to other players (therefore giving them more chances to accumulate points), and this advantage always favours players earlier in the turn order.

  • Very roughly in a 2-player game, there is a 50% chance the first player will have an extra turn.
  • In a 4-player game there is a 25% chance the first player will have a 1-turn advantage on 3 players; a 25% chance the first and second player will have a 1-turn advantage on 2 players; a 25% chance the first, second and third players will have a 1-turn advantage on 1 player; and only a 25% chance no players will have a turn advantage.

This is huge! And in our early playtests it was very uncommon to see the last player win a game in 3- or 4-player games. 

Our instinct was to redress this advantage with artefacts. By creating artefacts worth a fraction of a turn, we could give more artefacts to players later in the turn order to balance this disadvantage. However this created new problems:

  1. It reversed the problem where, depending on where the game ended, one player might be advantaged. Consider a 4-player game where no player ended with a turn advantage: the last player got multiple artefacts, and did not face a turn disadvantage.
  2. Furthermore, the game didn’t feel as fair. Even if over the long run this would even out the win % between the 1st player and the 4th player, this didn’t help in a single game.
  3. Perhaps most significantly, this didn’t feel as fun. It felt like the players were playing a different game. The first player with a single artefact just didn’t have as many options available as the 4th player looking at four artefacts. 

We quickly moved on from this idea; and after MANY iterations settled on an artefact draft where the last player to act gets first choice to offset the disadvantage of turn order. To make this work the draft had to have several unique features:

  1. Artefacts need to offer asymmetric value.
    • If all artefacts presented the same value, then acting last wouldn’t be a significant counter-balance to First Player Advantage; as the first player would get less choice, but still a valuable artefact.
  2. Artefacts are separated into random pairs that are drafted together.
    • This is important, because once players ascertain which artefacts are the most powerful, it would be very easy to create a quick lookup table where players would always select the most powerful artefact available, making each game look very same-ish.
    • Instead, we have 12 artefacts of varying strengths, divided into pairs (of which only 2 per player are included in the draft). While it is still possible to rank the 66 possible combinations of artefacts, this becomes much more difficult once considering interactions between not only artefacts, but the other artefact combinations in the draft.

While it is possible that this system would create pairs of artefacts balanced in a way that the first player drafting and the last player drafting receive artefact pairs of similar value, it is also possible that a game will conclude with no players receiving a turn advantage.

Overall this system has created games that not only produce a similar win-rate for all players in the turn order, but also feels fair.

Stay balanced, AetherRen!

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Inclusive design principles https://aethermon.com/inclusive-design-principles/ Sun, 02 Apr 2023 03:40:54 +0000 https://aethermon.com/?p=1980 Lately we’ve been working out our card layouts. It’s an interesting challenge to find the cleanest, least obtrusive way to pack as much information as possible onto a 63mm x 63mm field. While Aethermon: Collect is not complicated, the below information does still need to be shared:  What Aethermon is on the card? What other […]

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Lately we’ve been working out our card layouts. It’s an interesting challenge to find the cleanest, least obtrusive way to pack as much information as possible onto a 63mm x 63mm field.

While Aethermon: Collect is not complicated, the below information does still need to be shared: 

  • What Aethermon is on the card?
  • What other Aethermon are in its family?
  • How many points does this Aethermon grant?
  • What elemental force does this Aethermon share?

This translates to the following visual features: the main image; the name; the points digit; the one, two or three family portraits; the elemental coloured ribbon; and the elemental glyphs.

You may notice that the element is represented twice in the above list. It isn’t more gameplay-important than anything else – in fact, aside from sorting cards before a two- or three-player game, strictly speaking you can play without it. So what gives?

Let’s say you’re a first-time player of Aethermon: Collect. In fact, let’s say you’re a first-time visitor to the Aethersphere. A large part of the gameplay is collecting entire family lines in order to substantially increase your score – but the cards are in a grid on the table, oriented in all directions, and you don’t know which ones share the same families. You need to be able to tell at a glance where to find your target. The coloured ribbon makes for a quick shortcut to which of the many cards you should check.

But what if you are colour blind? Estimates suggest that as many as 8% of men and 0.5% of women have some form of colourblindness. This is where the glyphs come in. Placed on the ribbon, they offer players additional information to ensure that mistakes are harder to make.

We want Aethermon to be for everyone who wants it, which means that as well as the obvious aesthetic concerns we have for our product, inclusive design is an important feature. It’s true the phrase ‘you can’t please everybody’ – we don’t have a solution for totally blind players, for instance – but that doesn’t mean we shouldn’t try to be accessible with inclusive design features where we CAN put them.

And if I may, our cards are looking pretty good.

What do you think? Does it matter to you to play games that prioritise inclusivity in their design?

Stay welcoming, AetherRen

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