It's back, the return of Thursday @FloppyKnights design threads!

It's been a real interesting few months on FloppyDev, and there is a lot to go over. For today, let's talk about new directions for cards designs!

#indiedev #gamedev #gamedesign
As a game designer, I'm more of a formalist, which is a fancy way of saying I love rules. Because of that, when we're in the very earliest stages of designing a game, I tend to go hard on rules to escape "blue sky" territory early.

This is partly good and (mostly) bad.
Way back when Floppy Knights was first being designed, we decided on two things:

1. There are two kinds of cards: Units and Actions.
2. Units generate new cards, Actions do not.

This brought us pretty far with our tactical/card hybrid, in Units generating cards was fun.
Units generate cards, which is fun, we've proven that. The rule prevails. We can't make CARDS that generate cards, that would break the rule. And we can't break the rule, that'd be Bad Design ™️

So basically this is me:
So, in a new round of card design, blue sky was open again. Let's do whatever, just try it!

We came up with two new card types:

1. Boost cards, which generate stronger versions of themselves.
2. Flip cards, which flip back and forth each time you use them.
These cards break the rule (cards generating cards).

But they're also playtesting to be some of the most interesting/most used cards in decks.

Maybe it's not Bad Design ™️ ?!
It's more important for me, as the designer, to give the player the option to do the fun thing as often as possible and in the largest number of interesting ways, than to adhere to the rules set at the start of design.
You can follow @PerpetualRaine.
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