Post 7

 Battleship 2 Version 3

    We have made very significant improvements since version 2. In fact the jump is much more noticeable then the one between version one to two. The biggest thing you'll notice at a first glance is the new and improved ship descriptions.


    Its significantly clearly and nicer on the eyes. Despite not really receiving any negative feedback on this portion in our play tests, we figured it would be better to overhaul it to flow more smoothly on the rule sheet. What we did receive feedback on was some confusion regarding how ships could move, which we now have further explained under the "Procedures" section, and wrote a small tidbit in the ship stats area, seen above.

From the very start we didn't want to use ships in our game. Despite it being a heavily modified version of Battleship, we believed that using the ships would link us too closely to the source game. A pro of the issue is that people more easily understand the concept and basic strategy of our game, as they quickly link it back to traditional Battleship. We are still working on coming up with new vehicle types, but currently we are leaning towards using steampunk like airships instead of modern naval vehicles. We thought this would be a nice artistic change, but also further distance ourselves from Battleship.

The biggest negative feedback that stuck with both of us was regarding two of the event cards, specifically the nuke, card 19 and 20:


    The commenter suggested the nuke card was too overpowered, and also not very satisfying as it technically doesn't do any damage, just ends the game. We commented as seen above that we plan on keeping this in, as we didn't see it as overpowered simply because it is insanely difficult for it to be obtained in a game. Mathematically, its quite likely for you to play 5 full games without receiving a singe part of the nuclear launch codes, in which 2 is needed. We still understood though how the idea of a RNG event simply ending the game could be seen as a negative, which is why we give the player the choice to remove the card or not.

Another thing that the same commenter asked for which we didn't mention in our above response was the lack of damage and red tiles the nuke would cause. They asked if the nuke could be changed to do damage to a very large radius instead of simply ending the game. The reason we didn't give the nuke actual damage is that it would take forever to mark in game. Wether your playing digitally or physically, marking such a large amount of tiles as "hit" would be a very annoying for both players, which is why made the nuke simply end the game instead of doing damage.

Besides this, the biggest incident, or at-least one that had multiple people pointing it out, was confusion regarding how to move a ship. We resolved this by significantly clarifying and improving both the "Rules" section and the "Procedures" section to make it very clear how, and under what circumstances, movement occurs:



Another thing that was touched upon was how the events would play on. Weirdly, no one mentioned the complete lack of instructions for some areas for how the events would payout. This was fixed to further explain in detail how this process would work.

Lastly we added two separated game modes, as someone complained how the events were the part they looked forward to the most, yet it didn't occur to often in gameplay. Because of this we added a "fast" mode, for people who want to receive more events, or just have faster play throughs of the game.





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