Happy Thursday!

It's time for another @floppyknights design thread! Thanks to the demo period, we received a ton of useful feedback for improving the game as we go forward.

The number one topic? Movement!

Strap in, we're going deep on this one.

#indiedev #gamedev #gamedesign
When looking at feedback from a public demo (anything ~100+ users) the main goal is to identify the trends.

Users tend to give feedback about features that bother them FIRST, THE MOST, or a combination of those two. Early in the week, it was easy to see movement was the case.
The problem as we identified them are threefold:

1. There is not enough applicable movement for all of your units basically ever
2. Movement costs too much energy
3. It's easy to win with just one or two Units anyway
Specifically this little guy has issues.

Succulent Kicker is designed to be weaker than other Units, for lower cost, and provides good cards comparatively. Not all Units can be equally strong on the playing field.

But not strong shouldn't mean primarily unused.
So, what is the root of the problem?

First, movement costs too much. The ratio was 1 Energy = ~1.5 Movement. As such, the most powerful movement card was Move 4 for 3 Energy.

But that's 75% your energy! Is it really worth moving those Kickers?

(no. the answer is extremely no.)
First, we're decreasing the energy requirement on moves and increasing their base value.

Move 1 and 2 will no longer exist, the lowest move value will be Move 3 (0 Energy) and go up to Move 5 (2 Energy)

We're also revisiting the base movement ratios for each deck.
Next, we're planning to add new Special movement cards, such as allowing Units to be teleported to Redeployment zones if you're capturing them, and "Fast" attributes to make some Units faster.

(There is no guarantees on this pls don't attack me if they don't make it we're small)
The last and biggest change is that we'll be revisiting level design. Here's the chunky part of all this.

Movement shouldn't be measured in distance, but in terms of movement points on the grid. Moving diagonally 1 tile costs 2 movement points, as you have to move OVER then UP.
This leads to maps like this being extremely long. It would take 11 total turns with no obstructions or stopping, on hands with ~3 average movement, to reach the objective.
If the map was designed to have less jagged edges, it maintains its length and overall size WITHOUT requiring multiple movement points (~7 turns of movement rather than 11+)
More importantly, this change allows more usable space for tactical approaches. Kicking an enemy to move it in range of another enemy, flanking, utilizing ranged units is much easier on a fuller, flatter battle area with less chokepoints.
And that means this little guy can get into the battle earlier and apply more strategic value to the player more immediately.

At the end of the day, what we all want is a little more Succulent Kicking!
We have a lot of work ahead of us folks, but I want you to know we take all this feedback directly to heart and are always listening!

It is through extensive playtests that any games find their weak points, and we can't get that without playtesters' feedback. Thank you!
You can follow @PerpetualRaine.
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