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...
𝙀𝙭𝙥𝙡𝙤𝙧𝙖𝙩𝙞𝙤𝙣 𝙈𝙤𝙙𝙚 (𝙁𝙖𝙢𝙞𝙡𝙮 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...
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. 𝘖𝘱𝘵𝘪𝘰𝘯𝘢𝘭 𝘓𝘦𝘷𝘦𝘭𝘭𝘪𝘯𝘨 It costs 5 XG to level; at the end of every turn players...
𝙀𝙭𝙥𝙚𝙧𝙞𝙚𝙣𝙘𝙚 𝙖𝙣𝙙 𝙂𝙤𝙡𝙙 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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