This week I’ve spent a lot of time playtesting this game and trying to figure out the mechanics of the game. The game initially worked mechanically, but the first person to go down, in terms of their time pieces, would quickly go downhill and I would often end up with games resulting in a victory of 22-0 in one sides favor. One-sided games are fine, especially in the case of an opponent outplaying you, but to consistently have that happen and there wouldn’t be much you could do about was something I had to fix. I tried to fix this problem by removing the cost it takes to play down a time beast and decreased the cost of certain gadget cards. I also limited the amount of time beasts you can have out at one time to six. This made the game more interesting and more action packed, but it was still not quite even. I decided to edit the combat mechanic slightly, and made it so the more expensive attack you have, most cards have two attacks, would allow you to aim at a certain time beast. While the other attack, the opponent would determine where that attack would go. This also helped the overall combat, but the games were still ending with a player having 15 pieces left, as well as being extremely long.
I decided to try and fix this by awarding a loss of time pieces to time beasts based on their health. A time beast with a max health of 120 or lower, when knocked out would cause you to lose 1 time piece and a character with more than 120 max health would cause you to lose 2 time pieces. While this sped up the game and slightly fixed the problem, I was still left with a game that had a 10-0 win. Although that may seem close, it really wasn’t, the winning player was in control the whole time, but was bound to lose pieces over time. I felt the game was still lacking in its combat. Each turn I felt that I have to attack with all six of my time beasts otherwise I would fall behind. I wanted the player to have to use more strategy then that and that was when I came up with my solution, a way to limit the amount of attacks the player would use, without actually setting a restriction. Here’s how it worked. Whenever a player attacks they will turn the time beast that they attacked with sideways. That time beast can not take damage from the opponent during the next turn. Instead, only the creatures that didn’t attack can take damage. You may be thinking, well than you should just attack with everyone, right? Wrong. The catch is that if you have no creatures that can take hits, then the opponent gets to hit you directly and each attack they hit you with will take away 3 time pieces. This addition improved the combat undeniably, but there wasn’t a solution for a comeback mechanic or option yet.
In order to amend that, I added two comeback mechanics. The first mechanic is that when you are down to 6 or less time pieces, then instead of only flipping half of your time pieces over you flip over all of them. The second mechanic is that when you are down to 2 or less time pieces, then you get two free attacks of any cost. This is in place to ensure that that player can at least do something. Now there is still a lot of work that has to be done on this game, most importantly polishing the gameplay, making the game balanced, and figuring out the size of the deck. I started out with a 60 card deck, but I really feel that it needs to be smaller so I’m going to start experimenting with that soon. As of right now the game is in a solid place, definitely far from a finished product, but in a good enough spot that I feel confident in it going forward.