New Year's Update
almost 9 years ago
– Wed, Jan 06, 2016 at 08:29:08 PM
Hi everyone, welcome to 2016!
We're in the final phase of design work on the rulebook for Defenders of Soma, but we're not quite finished yet... we've pretty much got the rules part finished, but since the playtesters back in October demanded a gameplay example we've added several pages to give readers a walkthrough of a sample game, and laying out all those images is more time consuming than anticipated. I expect we'll have the layout for the booklet finished at the end of January, and spend February doing packaging design (the general look is already designed, but we need to prep the files for the printer and make some decisions about how to compartmentalize the inside of the box.)
There have also been some new developments. Some subtle changes to the card design. Our playtesters noticed that our naming system was a little inconsistent. Now we have a third plaque for some cards that really need a third "disease name."
1. Game Name (something easy to pronounce)
2. Scientific name / names (Shigella has several, but the other cards just have one scientific name)
3. Disease name
Lords of Pestilence that mutate into tougher "mutants" list the mutant name vertically along the upper left of the card.
We also honed our flavor text for cards that weren't using the bar in the center for any other relevant information.
And notice that the borders are now uniformly gray for the Lords of Pestilence - this really helps the colors of the banners stand out. Before, Provokers, Opportunists, and Mutants all had different colored borders, but since there are already 9 different possible colors in the banner info this was creating too much visual soup. This simpler design is easier on the eyes.
For the Apothecary cards, we got rid of the bar graph data (playtesters were confused by the bar graphs) and instead added percentages along the bottom of the card. We also gave the Apothecary cards flavor text.
And, I've added back special powers on some of the Apothecary cards, we're calling them "occupation skills." There are now Mercenaries, Teachers, Researchers, and Guardians, mixed in alongside the other Apothecary Healers. Mercenaries are drugs that can occasionally be expensive (like Linezolid), or in the case of drug pairs, a waste of money (in some situations the drug pair is not actually needed but still gets used.)
Although the Mercenary occupation is a drawback, those drugs never cause resistance (in our game, at least) so it's a fair trade-off. The other occupation skills help add value to the "bad" cards, cards with a lower probability of helping you defeat a random attacker. (Aztreonam is not useful very often in this game, so it's kind of a bad card, but Levofloxacin has a very high probability of being useful in the game, it's one of the best cards you could keep in your hand, so no need to add extra abilities to Levofloxacin.)
We've also got the new villager cards done. As you may recall, originally I proposed meeples for the people we are defending in the game, but during the Kickstarter it was suggested that there would be more emotional empathy for actual people... so instead of meeples we designed cards that flip over when wounded, revealing a villager.
And I spent a lot of time making solitaire mode playable. It's a pretty fun challenge to play in solitaire-mode, and also, you can even choose to cover up part of the Pestilence cards when you play, leaving you with no info suggesting which drugs to use, if you really want to test your memory.
That's all for now. Thanks again for your patience and support. I'll post again when next there's news!
- Brandon