We continue our discussion on balancing the options available to players on any given turn, this week we discuss Special Character Encounters. On their journey players will encounter NPC’s that aid players by creating unexpected opportunities and interrupt otherwise...
Last week we established that on a player’s turn a player should receive between 1-3 XG value. This week we’ll see how we balanced turns spent completing quests. Each quest will take 1 to 3 stages to complete – with each stage costing the player an entire...
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...
??????????? ???? (?????? ????) 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...
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...
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