by David Goh
@Đinh Huỳnh Thuận Thanks for the suggestion! That does sound like a very elegant solution, I'm wishing I had thought of it much earlier in my design process. I have concerns over how it'll fit with the rest of the game at its current state, but I'm going to test out a few games with it for sure and see how it feels. Thanks again!
Can you streamline the punishment for players when getting killed? I mean, the differences between having no prism and having at least one prism are so large that it's hard to grasp the context when planning out your sequence.
Something like a punishment tier which adds up along would be better than having 2 totally different punishments and combine them together for the 3rd one.
For example: If you gets killed, you just have to revive yourself with energy, which requires you to discard Knowledge cards. But the more prisms you carry, the more energy is required. So it would take significantly more time to draw Knowledge each turn, in order to have enough cards to discard at once for reviving.
@Dyne1319 They will be. At least on the prototype and review copies, the colours are already pretty bright. The final version that you'll be receiving will receive a special poker oil finish, which should make the colours look even more vibrant!
I know the version of the game shown in the video is not final, but i really hope that the final version of the game the colors are brighter on the cards and more of a neon effect, they look a little washed out in the video here.
Yeah as you stated they seem like a major glass cannon. If they survive long enough to even make it to the end of the game they must do serious assaults to multiplayer games with the attack all moves
@German That's also the initial impression that new testers get when they first see the class! But let's just say that it's not as simple or easy as it looks to do well with this class... :D
This Class seems overly devastating. I feel like id probably play a mix of this and the green defensive ones.